基於canvas的遊戲製做

使用canvas畫布設計遊戲

1、目錄

一、Canvas介紹

二、案例

2、canvas介紹

什麼是Canvas元素

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

建立Canvas元素

<canvas id="canvas" width="寬度" height="高度" style="border: 2px solid #000;background: #fff;"></canvas>

3、案例實操

一、人物拼圖遊戲

運行結果:

代碼:
難度選擇:
<form>
    <label>低</label>
    <input type="range" id="scale" value="4" min="3" max="5" step="1">
    <label>高</label>
</form>
建立畫布:
<canvas id="puzzle" width="480px" height="480px"></canvas>
連接js:
<script src="slinding.js"></script>
js代碼:

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;
}

二、雷電飛機設計遊戲

運行結果:

完整代碼:

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);
	}
}

三、FlappyBird遊戲

運行結果:

完整代碼:

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);
}
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