HTML5 的 canvas 元素使用 JavaScript 在網頁上繪製圖像。畫布是一個矩形區域,您能夠控制其每一像素。canvas 擁有多種繪製路徑、矩形、圓形、字符以及添加圖像的方法,能夠建立豐富的圖形引用。javascript
<canvas id="canvas" width="寬度" height="高度" style="border: 2px solid #000;background: #fff;"></canvas>
<form> <label>低</label> <input type="range" id="scale" value="4" min="3" max="5" step="1"> <label>高</label> </form>
<canvas id="puzzle" width="480px" height="480px"></canvas>
<script src="slinding.js"></script>
一、調用getContext()方法獲取上下文,並畫圖。java
二、建立一個和背景大小同樣的畫布canvas
var context=document.getElementById('puzzle').getContext('2d'); var img=new Image(); img.src='defa.jpg'; img.addEventListener('load',drawTiles,false); var boardSize=document.getElementById('puzzle').width; var tileCount=document.getElementById('scale').value; var tileSize=boardSize/tileCount; var clickLoc=new Object; clickLoc.x=0; clickLoc.y=0; var emptyLoc=new Object; emptyLoc.x=0; emptyLoc.y=0; var solved=false;
三、咱們使用一個一維數組存儲每一個拼塊的編號。每個元素表明一個拼塊,初始時元素的數組下標與拼塊的編號相同,說明位置正確。並實現拼塊的隨機放置數組
var boardParts=new Object; setBoard(); document.getElementById('scale').onchange=function(){ tileCount=this.value; tileSize=boardSize/tileCount; setBoard(); drawTiles(); };
四、追蹤鼠標事件瀏覽器
document.getElementById('puzzle').onmousemove=function(e){ clickLoc.x=Math.floor((e.pageX-this.offsetLeft)/tileSize); clickLoc.y=Math.floor((e.pageY-this.offsetTop)/tileSize); };
5.畫布中單擊鼠標的onmousemove事件中,計算出鼠標所在網格座標clickLoc.x,clickLoc.y與空塊位置間隔,若是間距爲1則移動被單擊的拼塊。而且設置延時0.5秒app
document.getElementById('puzzle').onclick=function(){ if (distance(clickLoc.x,clickLoc.y,emptyLoc.x,emptyLoc.y)==1){ slideTile(emptyLoc,clickLoc); drawTiles(); } if(solved){ setTimeout(function(){alert("You solved it!");},500); } };
6.使單擊的位置變成空白塊dom
function slideTile(toLoc,fromLoc){ if(!solved){ boardParts[toLoc.x][toLoc.y].x=boardParts[fromLoc.x][fromLoc.y].x; boardParts[toLoc.x][toLoc.y].y=boardParts[fromLoc.x][fromLoc.y].y; boardParts[fromLoc.x][fromLoc.y].x=tileCount-1; boardParts[fromLoc.x][fromLoc.y].y=tileCount-1; toLoc.x=fromLoc.x; toLoc.y=fromLoc.y; checkSolved(); } }
7.檢查移動是否正確ide
function checkSolved(){ var flag=true; for(var i=0;i<tileCount;++i){ for(var j=0;j<tileCount;++j){ if(boardParts[i][j].x!=i || boardParts[i][j].y!=j){ flag=false; } } } solved=flag; }
1.建立canvas函數
<canvas id='myCanvas' width="320" height="480" style="border: solid"> 你的瀏覽器不支持canves畫布元素,請更新瀏覽器得到演示效果。 </canvas>
2.標題框和分數框動畫
<div id="message_txt" style="display: block;">飛機大戰</div> <div id="score_txt" style="display: block;">分數:0分</div>
3.js部分 3.1 畫布和輸入監聽
var canvas=document.getElementById('myCanvas'); var context=canvas.getContext('2d'); document.addEventListener('keydown',onKeydown);
3.2飛機類和其屬性
var Plan=function(image,x,y,n){ this.image=image; this.x=x; this.y=y; this.orignx=x; this.origny=y; this.width=image.width/n; this.height=image.height; this.isCaught=false; this.frm=0; this.dis=0; this.n=n; }; Plan.prototype.getCaught=function(bool){ this.isCaught=bool; if (bool==false){ this.orignx=0; this.origny=this.y; } }; Plan.prototype.testPoint=function(x,y){ var betweenX=(x>=this.x)&&(x<=this.x+this.width); var betweenY=(y>=this.y)&&(y<=this.y+this.height); return betweenX&&betweenY; }; Plan.prototype.move=function(dx,dy){ this.x+=dx; this.y+=dy; }; Plan.prototype.Y=function(){ return this.y; };
3.3不斷下移飛機
Plan.prototype.draw=function(ctx){ ctx.save(); ctx.translate(this.x,this.y); ctx.drawImage(this.image,this.frm*this.width,0,this.width,this.height,0,0,this.width,this.height); ctx.restore(); this.y++; this.x=this.orignx+20*Math.sin(Math.PI/100*this.y); this.dis++; if(this.dis>=3){ this.dis=0; this.frm++; if(this.frm>=this.n) this.frm=0; } };
3.4原地不動畫飛機
Plan.prototype.draw2=function(ctx){ ctx.save(); ctx.translate(this.x,this.y); ctx.drawImage(this.image,this.frm*this.width,0,this.width,this.height,0,0,this.width,this.height); ctx.restore(); this.dis++; //3幀換一次圖片 if(this.dis>=3){ this.dis=0; this.frm++; if(this.frm>=this.n) this.frm=0; } };
3.5檢測飛機碰撞
Plan.prototype.hitTestObject=function(planobj){ if(iscolliding(this.x,this.y,this.width,this.height,planobj.x,planobj.y,planobj.width,planobj.height)) return true; else return false; } function iscolliding(ax,ay,aw,ah,bx,by,bw,bh){ if(ay>by+bh||by>ay+ah||ax>bx+bw||bx>ax+aw) return false; else return true; }
3.6子彈類和其屬性
var Bullet=function(image,x,y){ this.image=image; this.x=x; this.y=y; this.orignx=x; this.orignx=y; this.width=image.width/4; this.height=image.height; this.isCaught=false; this.frm=0; this.dis=0; } Bullet.prototype.testPoint=function(x,y){ var betweenX=(x>=this.x)&&(x<this.x+this.width); var betweenY=(y>=this.y)&&(y<this.y+this.height); return betweenX&&betweenY; }; Bullet.prototype.move=function(dx,dy){ this.x+=dx; this.y+=dy; }; Bullet.prototype.Y=function(){ return this.y; }; Bullet.prototype.draw=function(ctx){ ctx.save(); ctx.translate(this.x,this.y); ctx.drawImage(this.image,this.frm*this.width,0,this.width,this.height,0,0,this.width,this.height); ctx.restore(); this.y--; this.dis++; if(this.dis>=10){ this.dis=0; this.frm++; if(this.frm>=4) this.frm=0; } };
3.7檢測子彈與敵人的碰撞
Bullet.prototype.hitTestObject=function(planobj){ if(iscolliding(this.x,this.y,this.width,this.height,planobj.x,planobj.y,planobj.width,planobj.height)) return true; else return false; }
3.8爆炸動畫類和屬性
var Bomb=function(image,x,y){ this.image=image; this.x=x; this.y=y; this.width=image.width/6; this.height=image.height; this.frm=0; this.dis=0; }; Bomb.prototype.draw2=function(ctx){ ctx.save(); ctx.translate(this.x,this.y); if(this.frm>=6) return ; ctx.drawImage(this.image,this.frm*this.width,0,this.width,this.height,0,0,this.width,this.height); ctx.restore(); this.dis++; if(this.dis>=10){ this.dis=0; this.frm++; } }; var plan1,plan2,plan3,plan4,caughtplan=null; var isClick=false; var mouseX,mouseY,preX,preY; var plans=[]; var bullets=[]; var bombs=[]; var score=0; var overflag=false; var myplane;
3.9導入外部材料圖,畫飛機
var image=new Image(); var image2=new Image(); var image3=new Image(); var image4=new Image(); var image5=new Image(); var bakground=new Image(); bakground.src='map_0.png'; image.src='plan.png'; image.onload=function(){ } image2.src='bomb.png'; image2.onload=function(){ } image3.src='enemy.png';
3.10繪製元素並判斷碰撞
image3.onload=function(){ myplane=new Plan(image,300*Math.random(),400,6); plan_interval=setInterval(function(){ plans.push(new Plan(image,300*Math.random(),20*Math.random(),2)); },3000);//3秒產生一架敵機 setInterval(function(){ context.clearRect(0,0,320,480); context.drawImage(bakground,0,0); //畫己方飛機 if(!overflag) myplane.draw2(context); //畫敵機 for(var i=plans.length-1;i>=0;i--){ if (plans[i].Y()>400){ plans.splice(i,1);//刪除敵機 } else{ plans[i].draw(context); } } //畫子彈 for (var i=bullets.length-1;i>=0;i--){ if (bullets[i].Y()<100){ bullets.splice(i,1);//刪除子彈 } else{ bullets[i].draw(context); } } //檢測玩家是否撞到敵機 for (vari=plans.length-1;i>=0;i--){ e1=plans[i]; if(e1!=null && myplane!=null && myplane.hitTestObject(e1)){ clearInterval(plan_interval); plans.splice(i,1);//刪除敵機 bombs.push(new Bomb(image2,myplane.x,myplane.y)); message_txt.innerHTML='敵機碰到玩家本身飛機,遊戲結束'; overflag=true; } } //判斷子彈擊中沒有 for(var j=bullets.length-1;j>=0;j--){ var b1=bullets[j]; for(var i=plans.length-1;i>=0;i--){ e1=plans[i]; if (e1!=null && b1!=null && b1.hitTestObject(e1)){ plans.splice(i,1); bullets.splice(i,1); bombs.push(new Bomb(image2,b1.x,b1.y-36)); message_txt.innerHTML='敵機被擊中,加20分'; score+=20; score_txt.innerHTML='分數:'+score+'分'; } } } //畫爆炸 for (var i=bombs.length-1;i>=0;i--){ if (bombs[i].frm>=6){ bombs.splice(i,1); } else{ bombs[i].draw2(context); } } },1000/60); }; image4.src='bullet.png'; image4.onload=function(){ };
3.11飛機移動控制
function onKeydown(e){ if(e.keyCode==32){ bullets.push(new Bullet(image4,myplane.x,myplane.y-36)); }else if(e.keyCode==37){ myplane.move(-10,0); }else if(e.keyCode==39){ myplane.move(10,0); }else if(e.keyCode==38){ myplane.move(0,-10); }else if(e.keyCode==40){ myplane.move(0,10); } }
1.繪製canvas畫布
<canvas id="canvas" width="340" height="453" style="border: 2px solid #000;background: #fff;"></canvas>
2.連接js
<script src="bird.js" type="text/javascript"></script>
3.js部分 3.1畫布監聽
var canvas=document.getElementById("canvas"); var c=canvas.getContext("2d");
3.2類——鳥(bird)類
function Bird(x,y,image) { this.x=x, this.y=y, this.width=image.width/2, this.height=image.height, this.image=image; this.draw=function (context,state) { if(state==="up") context.drawImage(image,0,0,this.width,this.height,this.x,this.y,this.width,this.height); else { context.drawImage(image,this.width,0,this,width,this.height,this.x,this.y,this.width,this.height); } } };
3.2類——障礙物(obstacle)類
function Obstacle(x,y,h,image) { this.x=x, this.y=y, this.width=image.width/2, this.height=h, this.flypast=false; this.draw=function (context,state) { if(state==="up") context.drawImage(image,0,0,this.width,this.height,this.x,this.y,this.width,this.height); else { context.drawImage(image,this.width,image.height-this.height,this.height,this.width,this.height,this.x,this.y,this.width,this.height) } } };
3.2類——遊戲運行(FlappyBird)類
function FlappyBird() {} FlappyBird.prototype= { bird: null, bg: null, obs: null, obsList: [], mapWidth: 340, mapHeight: 453, startX: 90, startY: 225, obsDistance: 150, obsSpeed: 2, obsInterval: 2000, upSpeed: 8, downSpeed: 3, line: 56, score: 0, touch: false, gameOver: false, CreateMap: function () { //背景 this.bg = new Image(); this.bg.src = "img/bg.png"; var startBg = new Image(); startBg.src = "img/start.jpg"; startBg.onload = function () { c.drawImage(startBg, 0, 0); }; //小鳥 var image = new Image(); image.src = "img/bird.png"; image.onload = function () { this.bird = new Bird(this.startX, this.startY, image); }.bind(this); //障礙物 this.obs = new Image(); this.obs.src = "img/obs.png"; this.obs.onload = function () { var h = 100; var h2 = this.mapHeight - h - this.obsDistance; var obs1 = new Obstacle(this.mapWidth, 0, h, this.obs); var obs2 = new Obstacle(this.mapWidth, this.mapHeight - h2, h2 - this.line, this.obs); this.obsList.push(obs1); this.obsList.push(obs2); }.bind(this); }, CreatObs: function () { var h = Math.floor(Math.random() * (this.mapHeight - this.obsDistance - this.line)); var h2 = this.mapHeight - h - this.obsDistance; var obs1 = new Obstacle(this.mapWidth, 0, h, this.obs); var obs2 = new Obstacle(this.mapWidth, this.mapHeight - h2, h2 - this.line, this.obs); this.obsList.push(obs1); this.obsList.push(obs2); if (this.obsList[0].x < -this.obsList[0].width) this.obsList.splice(0, 2); }, DrawObs:function(){ c.fillStyle="#00ff00"; for(var i=0;i<this.obsList.length;i++){ this.obsList[i].x-=this.obsSpeed; if(i%2) this.obsList[i].draw(c,"up"); else this.obsList[i].draw(c,"down"); } }, CountScore:function () { if(this.obsList[0].x + this.obsList[0].width < this.startX &&this.obsList[0].flypast==false){ this.score+=1; this.obsList[0].flypast=true; } }, ShowScore:function () { c.strokeStyle="#000"; c.lineWidth=1; c.fillStyle="#fff"; c.fillText(this.score,10,50); c.strokeText(this.score,10,50); }, CanMove:function () { if(this.bird.y<0 || this.bird.y > this.mapHeight-this.bird.height-this.line){ this.gameOver=true; }else{ var boundary=[{ x:this.bird.x, y:this.bird.y },{ x:this.bird.x+this.bird.width, y:this.bird.y },{ x:this.bird.x, y:this.bird.y+this.bird.height },{ x:this.bird.x+this.bird.width, y:this.bird.x+this.bird.height }]; for (var i=0;i<this.obsList.length;i++){ for(var j=0;j<4;j++) if(boundary[j].x>=this.obsList[i].x && boundary[j].x <= this.obsList[i].x+this.obsList[i].width && boundary[j].y>=this.obsList[i].y&& boundary[j].y<=this.obsList[i].y+this.obsList[i].height){ this.gameOver=false; break; } if(this.gameOver) break; } } }, CheckTouch:function () { if(this.touch){ this.bird.y-=this.upSpeed; this.bird.draw(c,"up"); }else { this.bird.y+=this.downSpeed; this.bird.draw(c,"down"); } }, ClearScreen:function () { c.drawImage(this.bg,0,0); }, ShowOver:function () { var overImg=new Image(); overImg.src="img/over.png"; overImg.onload=function () { c.drawImage(overImg,(this.mapWidth-overImg.width)/2,(this.mapHeight-overImg.height)/2-50); }.bind(this); return; } }; var game=new FlappyBird(); var Speed=20; var IsPlay=false; var GameTime=null; var btn_start; window.onload=InitGame; function InitGame() { c.font="3em 微軟雅黑"; game.CreateMap(); canvas.onmousedown=function () { game.touch=true; } canvas.onmouseup=function () { game.touch=false; }; canvas.onclick=function () { if (!IsPlay) { IsPlay = true; GameTime = RunGame(Speed); } } }
3.3遊戲運行入口函數
function RunGame(speed) { var updateTimer=setInterval(function () { game.CanMove(); if(game.gameOver){ game.ShowOver(); clearInterval(updateTimer); return; } game.ClearScreen(); game.DrawObs(); game.CheckTouch(); game.CountScore(); game.ShowScore(); },speed); var obsTimer=setInterval(function () { if (game.gameOver){ clearInterval(obsTimer); return; } game.CreatObs(); },game.obsInterval); }