第134篇:解决浏览器的CORS跨域问题(CORS policy: Cross origin requests are only supported for protocol schemes: http, data, isolated-app, chrome-extension, chrome-untrusted, https, edge.)
好家伙,我继续尝试着将我的飞机大战使用ES6模块化分离开来,出了点问题1 出现问题:edge,chrome等一系列...
2023-03-27好家伙,
我继续尝试着将我的飞机大战使用ES6模块化分离开来,出了点问题
(资料图)
edge,chrome等一系列浏览器,会为了安全,禁止你跨域访问
目录如下:
主程序
index.html
main_1.js
main.js
完整代码如下:
1 /* //plane封装成类 2 //实例化后使用 3 //plane方法有: 4 // cteate 5 config 6 start 7 stop 8 pause 9 10 11 */ 12 let plane = { 13 create(dom) { 14 let canvas = document.createElement("canvas"); 15 dom.appendChild(canvas); 16 canvas.width = 480; 17 canvas.height = 650; 18 19 // 初始化画布对象 20 // const canvas = document.getElementById("canvas"); 21 const context = canvas.getContext("2d"); 22 23 // 定义游戏的状态 24 // 开始 25 const START = 0; 26 // 开始时 27 const STARTING = 1; 28 // 运行时 29 const RUNNING = 2; 30 // 暂停时 31 const PAUSE = 3; 32 // 结束时 33 const END = 4; 34 35 //创建一个配置文件 收藏所有的图片路径 36 const IMAGES = { 37 b: "img/bullet1.png", 38 bg: "img/4.jpg", 39 copyright: "img/shoot_copyright.png", 40 pause: "img/game_pause.png", 41 loading_frame: ["img/game_loading1.png", "img/game_loading2.png", "img/game_loading3.png", 42 "img/game_loading4.png" 43 ], 44 hero_frame_live: ["img/hero1.png", "img/hero2.png"], 45 hero_frame_death: ["img/hero_blowup_n1.png", "img/hero_blowup_n2.png", "img/hero_blowup_n3.png", 46 "img/hero_blowup_n4.png" 47 ], 48 e1_live: ["img/enemy1.png"], 49 e1_death: ["img/enemy1_down1.png", "img/enemy1_down2.png", "img/enemy1_down3.png", "img/enemy1_down4.png"], 50 e2_live: ["img/enemy2.png"], 51 e2_death: ["img/enemy2_down1.png", "img/enemy2_down2.png", "img/enemy2_down3.png", "img/enemy2_down4.png"], 52 e3_live: ["img/enemy3_n1.png", "img/enemy3_n2.png"], 53 e3_death: ["img/enemy3_down1.png", "img/enemy3_down2.png", "img/enemy3_down3.png", "img/enemy3_down4.png", 54 "img/enemy3_down5.png", "img/enemy3_down6.png" 55 ], 56 c1: "img/lanqiu.jpg" 57 }; 58 //初始化各个图片 59 const b = createImage(IMAGES.b); 60 const bg = createImage(IMAGES.bg); 61 const copyright = createImage(IMAGES.copyright); 62 const pause = createImage(IMAGES.pause); 63 const loading_frame = createImage(IMAGES.loading_frame); 64 const hero_frame = { 65 live: createImage(IMAGES.hero_frame_live), 66 death: createImage(IMAGES.hero_frame_death), 67 }; 68 const e1 = { 69 live: createImage(IMAGES.e1_live), 70 death: createImage(IMAGES.e1_death), 71 }; 72 const e2 = { 73 live: createImage(IMAGES.e2_live), 74 death: createImage(IMAGES.e2_death), 75 }; 76 const e3 = { 77 live: createImage(IMAGES.e3_live), 78 death: createImage(IMAGES.e3_death), 79 }; 80 const c1 = createImage(IMAGES.c1); 81 82 function createImage(src) { 83 let img; 84 if (typeof src === "string") { 85 img = new Image(); 86 img.src = src; 87 } else { 88 img = []; 89 for (let i = 0; i < src.length; i++) { 90 img[i] = new Image(); 91 img[i].src = src[i]; 92 } 93 } 94 return img; 95 } 96 97 //天空类的配置项 98 const SKY = { 99 bg: bg,100 width: 480,101 height: 650,102 speed: 10,103 };104 105 // 飞机加载界面的配置项106 const LOADING = {107 frame: loading_frame,108 width: 186,109 height: 38,110 x: 0,111 y: 650 - 38,112 speed: 400,113 };114 115 // 英雄配置项116 const HERO = {117 frame: hero_frame,118 width: 99,119 height: 124,120 speed: 100,121 };122 123 // 子弹配置项124 const BULLET = {125 img: b,126 width: 9,127 height: 21,128 };129 130 //小敌机配置项131 const E1 = {132 type: 1,133 width: 57,134 height: 51,135 life: 10,136 score: 1,137 frame: e1,138 minSpeed: 20,139 maxSpeed: 10140 };141 //中敌机配置项142 const E2 = {143 type: 2,144 width: 69,145 height: 95,146 life: 50,147 score: 5,148 frame: e2,149 minSpeed: 50,150 maxSpeed: 20151 };152 //打敌机配置项153 const E3 = {154 type: 3,155 width: 169,156 height: 258,157 life: 100,158 score: 20,159 frame: e3,160 minSpeed: 100,161 maxSpeed: 100162 };163 //奖励类配置项164 const C1 = {165 type: 4,166 width: 75,167 height: 75,168 life: 1,169 score: 1,170 img: c1,171 minSpeed: 5,172 maxSpeed: 10173 };174 175 //初始化一个天空类176 class Sky {177 constructor(config) {178 this.bg = config.bg;179 this.width = config.width;180 this.height = config.height;181 this.x1 = 0;182 this.y1 = 0;183 this.x2 = 0;184 this.y2 = -this.height;185 this.speed = config.speed;186 this.lastTime = new Date().getTime();187 }188 judge() {189 let currentTime = new Date().getTime();190 if (currentTime - this.lastTime > this.speed) {191 this.y1++;192 this.y2++;193 this.lastTime = currentTime;194 }195 if (this.y2 === 0) {196 this.y1 = 0;197 this.y2 = -this.height;198 }199 }200 paint(context) {201 context.drawImage(this.bg, this.x1, this.y1, this.width, this.height);202 context.drawImage(this.bg, this.x2, this.y2, this.width, this.height);203 }204 }205 206 // 初始化一个飞机界面加载类207 class Loading {208 constructor(config) {209 this.frame = config.frame;210 this.frameIndex = 0;211 this.width = config.width;212 this.height = config.height;213 this.x = config.x;214 this.y = config.y;215 this.speed = config.speed;216 this.lastTime = new Date().getTime();217 }218 judge() {219 const currentTime = new Date().getTime();220 if (currentTime - this.lastTime > this.speed) {221 this.frameIndex++;222 if (this.frameIndex === 4) {223 state = RUNNING;224 }225 this.lastTime = currentTime;226 }227 }228 paint(context) {229 context.drawImage(this.frame[this.frameIndex], this.x, this.y);230 }231 }232 233 // 初始化一个英雄类234 class Hero {235 constructor(config) {236 this.width = config.width;237 this.height = config.height;238 this.x = (480 - config.width) / 2;239 this.y = 650 - config.height;240 this.frame = config.frame;241 this.frameLiveIndex = 0;242 this.frameDeathIndex = 0;243 this.lastTime = new Date().getTime();244 this.speed = config.speed;245 this.img = null;246 this.live = true;247 this.lastShootTime = new Date().getTime();248 this.shootInterval = 50; //直接控制子弹刷新速率249 this.bulletList = [];250 this.destory = false;251 }252 judge() {253 const currentTime = new Date().getTime();254 if (currentTime - this.lastTime > this.speed) {255 if (this.live) {256 this.img = this.frame.live[this.frameLiveIndex++ % this.frame.live.length];257 } else {258 this.img = this.frame.death[this.frameDeathIndex++];259 if (this.frameDeathIndex === this.frame.death.length) {260 this.destory = true;261 }262 }263 this.lastTime = currentTime;264 }265 }266 paint(context) {267 context.drawImage(this.img, this.x, this.y, this.width, this.height);268 }269 shoot() {270 const currentTime = new Date().getTime();271 if (currentTime - this.lastShootTime > this.shootInterval) {272 let bullet = new Bullet(BULLET, this.x + this.width / 2 - BULLET.width / 2, this.y - BULLET.height);273 this.bulletList.push(bullet);274 bullet.paint(context);275 this.lastShootTime = currentTime;276 }277 }278 collide() {279 this.live = false;280 }281 }282 283 //初始化一个子弹类284 class Bullet {285 constructor(config, x, y) {286 this.img = config.img;287 this.width = config.width;288 this.height = config.height;289 this.x = x;290 this.y = y;291 this.destory = false;292 }293 paint(context) {294 context.drawImage(this.img, this.x, this.y);295 }296 move() {297 this.y -= 8;298 }299 outOfBounds() {300 return this.y < -this.height;301 }302 collide() {303 this.destory = true;304 }305 }306 307 // 初始化一个敌机类308 class Enemy {309 constructor(config) {310 this.type = config.type;311 this.width = config.width;312 this.height = config.height;313 this.x = Math.floor(Math.random() * (480 - config.width));314 this.y = -config.height;315 this.life = config.life;316 this.score = config.score;317 this.frame = config.frame;318 this.img = this.frame.live[0];319 this.live = true;320 this.speed = Math.floor(Math.random() * (config.minSpeed - config.maxSpeed + 1)) + config.maxSpeed;321 this.lastTime = new Date().getTime();322 this.deathIndex = 0;323 this.destory = false;324 }325 move() {326 const currentTime = new Date().getTime();327 if (currentTime - this.lastTime >= this.speed) {328 if (this.live) {329 this.img = this.frame.live[0];330 this.y++;331 this.lastTime = currentTime;332 } else {333 this.img = this.frame.death[this.deathIndex++];334 if (this.deathIndex === this.frame.death.length) {335 this.destory = true;336 }337 }338 }339 }340 paint(context) {341 context.drawImage(this.img, this.x, this.y);342 }343 outOfBounds() {344 if (this.y > 650) {345 return true;346 }347 }348 hit(o) {349 let ol = o.x;350 let or = o.x + o.width;351 let ot = o.y;352 let ob = o.y + o.height;353 let el = this.x;354 let er = this.x + this.width;355 let et = this.y;356 let eb = this.y + this.height;357 if (ol > er || or < el || ot > eb || ob < et) {358 return false;359 } else {360 return true;361 }362 }363 collide() {364 this.life--;365 if (this.life === 0) {366 this.live = false;367 score += this.score;368 }369 }370 }371 //初始化奖励类372 class award {373 constructor(config) {374 this.type = config.type;375 this.width = config.width;376 this.height = config.height;377 this.x = Math.floor(Math.random() * (480 - config.width));378 this.y = -config.height;379 this.life = config.life;380 this.score = config.score;381 this.img = config.img;382 this.live = true;383 this.speed = Math.floor(Math.random() * (config.minSpeed - config.maxSpeed + 1)) + config.maxSpeed;384 this.lastTime = new Date().getTime();385 this.deathIndex = 0;386 this.destory = false;387 }388 move() {389 const currentTime = new Date().getTime();390 if (currentTime - this.lastTime >= this.speed) {391 if (this.live) {392 this.y = this.y + 6;393 this.lastTime = currentTime;394 } else {395 this.destory = true;396 397 }398 }399 }400 paint(context) {401 context.drawImage(this.img, this.x, this.y, this.width, this.height);402 }403 outOfBounds() {404 if (this.y > 650) {405 return true;406 }407 }408 hit(o) {409 let ol = o.x;410 let or = o.x + o.width;411 let ot = o.y;412 let ob = o.y + o.height;413 let el = this.x;414 let er = this.x + this.width;415 let et = this.y;416 let eb = this.y + this.height;417 if (ol > er || or < el || ot > eb || ob < et) {418 return false;419 } else {420 return true;421 }422 }423 // collide() {424 // this.life--;425 // if (this.life === 0) {426 // this.live = false;427 // score += this.score;428 // }429 // }430 }431 //初始化一个天空实例432 const sky = new Sky(SKY);433 //初始化一个飞机界面加载实例434 const loading = new Loading(LOADING);435 //初始化一个英雄实例 英雄是会变的436 let hero = new Hero(HERO);437 //state表示游戏的状态 取值必须是以上的五种状态438 let state = START;439 //score 分数变量 life 变量440 let score = 0;441 let life = 3;442 //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443 canvas.addEventListener("click", () => {444 if (state === START) {445 state = STARTING;446 }447 });448 // 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449 canvas.addEventListener("mousemove", (e) => {450 let x = e.offsetX;451 let y = e.offsetY;452 hero.x = x - hero.width / 2;453 hero.y = y - hero.height / 2;454 });455 456 // //为canvas绑定一个屏幕触碰事件 触碰点正好在飞机图片的正中心457 // canvas.addEventListener("touchstart",(e)=>{458 // let x = e.offsetX;459 // let y = e.offsetY;460 // hero.x = x - hero.width / 2;461 // hero.y = y - hero.height / 2;462 // })463 //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464 canvas.addEventListener("touchmove", (e) => {465 // let x = e.pageX;466 // let y = e.pageY;467 console.log(e);468 // let x = e.touches[0].clientX;469 // let y = e.touches[0].clinetY;470 let x = e.touches[0].pageX;471 let y = e.touches[0].pageY;472 // let x = e.touches[0].screenX;473 // let y = e.touches[0].screenY;474 let write1 = (document.body.clientWidth - 480) / 2;475 let write2 = (document.body.clientHeight - 650) / 2;476 hero.x = x - write1 - hero.width / 2;477 hero.y = y - write2 - hero.height / 2;478 479 // hero.x = x - hero.width / 2;480 // hero.y = y - hero.height / 2;481 console.log(x, y);482 console.log(document.body.clientWidth, document.body.clientHeight);483 e.preventDefault(); // 阻止屏幕滚动的默认行为484 485 })486 // 为canvas绑定一个鼠标离开事件 鼠标离开时 RUNNING -> PAUSE487 canvas.addEventListener("mouseleave", () => {488 if (state === RUNNING) {489 state = PAUSE;490 }491 });492 493 // 为canvas绑定一个鼠标进入事件 鼠标进入时 PAUSE => RUNNING494 canvas.addEventListener("mouseenter", () => {495 if (state === PAUSE) {496 state = RUNNING;497 }498 });499 // 碰撞检测函数500 //此处的碰撞检测包括 501 //1.子弹与敌机的碰撞502 //2.英雄与敌机的碰撞503 //3.英雄与随机奖励的碰撞504 function checkHit() {505 // 遍历所有的敌机506 for (let i = 0; i < awards.length; i++) {507 //检测英雄是否碰到奖励类508 if (awards[i].hit(hero)) {509 //当然了,这个随机奖励的样式也要删了510 awards.splice(i, 1);511 //清除所有的敌机512 // for (let i = 0; i < enemies.length; i++) {513 // enemies.splice(i, 1);514 // }515 enemies.length = 0;516 517 }518 }519 for (let i = 0; i < enemies.length; i++) {520 //检测英雄是否撞到敌机521 if (enemies[i].hit(hero)) {522 //将敌机和英雄的destory属性改为true523 enemies[i].collide();524 hero.collide();525 }526 for (let j = 0; j < hero.bulletList.length; j++) {527 enemies[i].hit(hero.bulletList[j]);528 //检测子弹是否撞到敌机529 if (enemies[i].hit(hero.bulletList[j])) {530 //将敌机和子弹的destory属性改为true531 enemies[i].collide();532 hero.bulletList[j].collide();533 }534 }535 }536 }537 //该变量中有所有的敌机实例538 let enemies = [];539 //该变量中存放所有的奖励实例540 let awards = [];541 //敌机产生的速率542 let ENEMY_CREATE_INTERVAL = 800;543 let ENEMY_LASTTIME = new Date().getTime();544 // 全局函数 隔一段时间就来初始化一架敌机/奖励545 function createComponent() {546 const currentTime = new Date().getTime();547 if (currentTime - ENEMY_LASTTIME >= ENEMY_CREATE_INTERVAL) {548 let ran = Math.floor(Math.random() * 100);549 if (ran < 55) {550 enemies.push(new Enemy(E1));551 } else if (ran < 85 && ran > 55) {552 enemies.push(new Enemy(E2));553 } else if (ran < 95 && ran > 85) {554 enemies.push(new Enemy(E3));555 } else if (ran > 95) {556 awards.push(new award(C1));557 558 }559 560 ENEMY_LASTTIME = currentTime;561 }562 }563 // 全局函数 来判断所有的子弹/敌人组件 "负责移动"564 function judgeComponent() {565 for (let i = 0; i < hero.bulletList.length; i++) {566 hero.bulletList[i].move();567 }568 for (let i = 0; i < enemies.length; i++) {569 enemies[i].move();570 }571 for (let i = 0; i < awards.length; i++) {572 awards[i].move();573 }574 }575 // 全局函数 来绘制所有的子弹/敌人组件 绘制score&life面板576 function paintComponent() {577 for (let i = 0; i < hero.bulletList.length; i++) {578 hero.bulletList[i].paint(context);579 }580 for (let i = 0; i < enemies.length; i++) {581 enemies[i].paint(context);582 }583 for (let i = 0; i < awards.length; i++) {584 awards[i].paint(context);585 }586 context.font = "20px 微软雅黑";587 context.fillStyle = "green";588 context.textAlign = "left";589 context.fillText("score: " + score, 10, 20);590 context.textAlign = "right";591 context.fillText("life: " + life, 480 - 10, 20);592 //重置样式593 context.fillStyle = "black";594 context.textAlign = "left";595 }596 // 全局函数 来销毁所有的子弹/敌人组件 销毁掉英雄597 function deleteComponent() {598 if (hero.destory) {599 life--;600 hero.destory = false;601 if (life === 0) {602 state = END;603 } else {604 hero = new Hero(HERO);605 }606 }607 for (let i = 0; i < hero.bulletList.length; i++) {608 if (hero.bulletList[i].outOfBounds() || hero.bulletList[i].destory) {609 hero.bulletList.splice(i, 1);610 }611 }612 for (let i = 0; i < enemies.length; i++) {613 if (enemies[i].outOfBounds() || enemies[i].destory) {614 enemies.splice(i, 1);615 }616 }617 }618 619 620 621 622 //当图片加载完毕时,需要做某些事情623 bg.addEventListener("load", () => {624 setInterval(() => {625 switch (state) {626 case START:627 sky.judge();628 sky.paint(context);629 let logo_x = (480 - copyright.naturalWidth) / 2;630 let logo_y = (650 - copyright.naturalHeight) / 2;631 context.drawImage(copyright, logo_x, logo_y);632 break;633 case STARTING:634 sky.judge();635 sky.paint(context);636 loading.judge();637 loading.paint(context);638 break;639 case RUNNING:640 sky.judge();641 sky.paint(context);642 hero.judge();643 hero.paint(context);644 hero.shoot();645 createComponent();646 judgeComponent();647 deleteComponent();648 paintComponent();649 checkHit();650 break;651 case PAUSE:652 let pause_x = (480 - pause.naturalWidth) / 2;653 let pause_y = (650 - pause.naturalHeight) / 2;654 context.drawImage(pause, pause_x, pause_y);655 break;656 case END:657 //给我的画笔设置一个字的样式658 //后面写出来的字都是这个样式的659 context.font = "bold 24px 微软雅黑";660 context.textAlign = "center";661 context.textBaseline = "middle";662 context.fillText("GAME_OVER", 480 / 2, 650 / 2);663 break;664 }665 }, 10);666 });667 668 //背景切换方法669 function changebg() {670 console.log("changebg方法被触发")671 bg.src = "img/background.png"672 }673 674 }675 };676 677 678 export {679 plane680 };main.js代码
然后打开index.html
直接报错,跨域问题
网上搜了一大片问题解决方案:
方案一:使用npm模块 anywhere
anywhere可以将你的当前目录变成一个静态文件服务器的根目录。
全局安装:
npm install anywhere -g
在index.html目录下;
anywhere
随后自动打开网页,不再报错
方案二:
使用Live Server插件
安装后,直接在右下角启动服务
方案三:
买个服务器,部署到服务器上
.....