delete 删除master分支内容

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mumuy 2016-08-22 10:02:54 +08:00
parent ec1289d3f4
commit 6450f03c41
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# Pacman
Pacman. 吃豆游戏
building....
项目建造中……

307
game.js
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'use strict';
/*
* 小型游戏引擎
*/
function Game(id,options){
var _ = this;
options = options||{};
var settings = {
width:960, //画布宽度
height:640 //画布高度
};
for(var i in settings){
this[i] = options[i]||settings[i];
}
var $canvas = document.getElementById(id);
$canvas.width = _.width;
$canvas.height = _.height;
var _context = $canvas.getContext('2d'); //画布上下文环境
var _stages = []; //布景对象队列
var _events = {}; //事件集合
var _index, //当前布景索引
_hander; //帧动画控制
//活动对象构造
var Item = function(options){
options = options||{};
var settings = {
x:0, //横坐标
y:0, //纵坐标
width:20, //宽
height:20, //高
type:0, //对象类型,0表示普通对象(不与地图绑定),1表示玩家控制对象,2表示程序控制对象
color:'#F00', //标识颜色
status:1, //对象状态,1表示正常,0表示隐藏,2表示暂停
orientation:0, //当前定位方向,0表示上,1表示右,2表示下,3表示左
vector:{}, //目标坐标
coord:{}, //如果对象与地图绑定,获得坐标值
speed:0, //移动速度
frames:1, //速度等级,内部计算器times多少帧变化一次
times:0, //计数
control:{}, //控制缓存,到达定位点时处理
path:[], //NPC自动行走的路径
index:0, //对象索引
stage:null, //绑定对象与所属布景绑定
update:function(){}, //更新参数信息
draw:function(){} //绘制
};
for(var i in settings){
this[i] = options[i]||settings[i];
}
};
Item.prototype.bind = function(eventType,callback){
if(!_events[eventType]){
_events[eventType] = {};
$canvas.addEventListener(eventType,function(e){
var position = _.getPosition(e);
_stages[_index].items.forEach(function(item){
if(Math.abs(position.x-item.x)<item.width/2&&Math.abs(position.y-item.y)<item.height/2){
var key = 's'+_index+'i'+item.index;
if(_events[eventType][key]){
_events[eventType][key](e);
}
}
});
e.preventDefault();
});
}
_events[eventType]['s'+this.stage.index+'i'+this.index] = callback.bind(this); //绑定作用域
};
//地图对象构造器
var Map = function(options){
options = options||{};
var settings = {
x:0, //地图起点坐标
y:0,
size:20, //地图单元的宽度
data:[], //地图数据
stage:null, //布景
x_length:0, //二维数组x轴长度
y_length:0, //二维数组y轴长度
update:function(){}, //更新地图数据
draw:function(){}, //绘制地图
};
for(var i in settings){
this[i] = options[i]||settings[i];
}
};
//获取地图上某点的值
Map.prototype.get = function(x,y){
if(this.data[y]&&typeof this.data[y][x]!='undefined'){
return this.data[y][x];
}
return -1;
};
//地图坐标转画布坐标
Map.prototype.coord2position = function(cx,cy){
return {
x:this.x+cx*this.size+this.size/2,
y:this.y+cy*this.size+this.size/2
};
};
//画布坐标转地图坐标
Map.prototype.position2coord = function(x,y){
var fx = (x-this.x)%this.size-this.size/2;
var fy = (y-this.y)%this.size-this.size/2;
return {
x:Math.floor((x-this.x)/this.size),
y:Math.floor((y-this.y)/this.size),
offset:Math.sqrt(fx*fx+fy*fy)
};
};
//寻址算法
Map.prototype.finder = function(param){
var defaults = {
map:null,//this.data,
start:{},
end:{}
};
var options = (function(target, params) {
for (var prop in params) {
target[prop] = params[prop];
}
return target;
})(defaults,param);
var result = [];
if(options.map[options.start.y][options.start.x]||options.map[options.end.y][options.end.x]){ //当起点或终点设置在墙上
return [];
}
var finded = false;
var y_length = options.map.length;
var x_length = options.map[0].length;
var steps = []; //步骤的映射
for(var y=y_length;y--;){
steps[y] = [];
for(var x=x_length;x--;){
steps[y][x] = 0;
}
}
var _render = function(list){
var new_list = [];
var next = function(from,to){
if(!finded){
var value = typeof options.map[to.y][to.x] !='undefined'?options.map[to.y][to.x]:-1;
if(value!=1){ //当前点是否可以走
if(value==-1){
to.x = (to.x+x_length)%x_length;
to.y = (to.y+y_length)%y_length;
to.change = 1;
}
if(to.x==options.end.x&&to.y==options.end.y){
steps[to.y][to.x] = from;
finded = true;
}else if(!steps[to.y][to.x]){
steps[to.y][to.x] = from;
new_list.push(to);
}
}
}
};
for(var i=0,len=list.length;i<len;i++){
var current = list[i];
next(current,{y:current.y+1,x:current.x});
next(current,{y:current.y,x:current.x+1});
next(current,{y:current.y-1,x:current.x});
next(current,{y:current.y,x:current.x-1});
}
if(!finded&&new_list.length){
_render(new_list);
}
};
_render([options.start]);
if(finded){
var current=options.end;
while(current.x!=options.start.x||current.y!=options.start.y){
result.unshift(current);
current=steps[current.y][current.x];
}
}
return result;
};
//布景对象构造器
var Stage = function(options){
options = options||{};
var settings = {
status:1, //布景状态,1表示正常,0表示非活动
map:null, //布景地图对象
audio:[], //音频资源
images:[], //图片资源
items:[] //对象队列
};
for(var i in settings){
this[i] = options[i]||settings[i];
}
};
//动画开始
Stage.prototype.start = function() {
var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||window.mozRequestAnimationFrame ||window.msRequestAnimationFrame;
var f = 0; //帧数计算
var stage = this;
var fn = function(){
_context.clearRect(0,0,_.width,_.height); //清除画布
f++;
if(stage.map){
stage.map.update();
stage.map.draw(_context);
}
if(stage.items.length){
stage.items.forEach(function(item,index){
if(stage.status!=2&&item.status!=2){ //对象及布景状态不为暂停
if(!(f%item.frames)){
item.times = f/item.frames; //计数器
}
if(stage.map&&item.type){
item.coord = stage.map.position2coord(item.x,item.y);
}
item.update();
}
item.draw(_context);
});
}
_hander = requestAnimationFrame(fn);
};
this.stop();
_hander = requestAnimationFrame(fn);
};
//动画结束
Stage.prototype.stop = function(){
var cancelAnimationFrame = window.cancelAnimationFrame || window.webkitCancelAnimationFrame||window.mozCancelAnimationFrame ||window.msCancelAnimationFrame;
_hander&&cancelAnimationFrame(_hander);
};
//添加对象
Stage.prototype.createItem = function(options){
var item = new Item(options);
//动态属性
item.stage = this;
item.index = this.items.length;
if(this.map&&item.type){
item.coord = this.map.position2coord(item.x,item.y);
}
this.items.push(item);
return item;
};
//获取对象列表
Stage.prototype.getItemsByType = function(type){
var items = this.items.filter(function(item){
if(item.type==type){
return item;
}
});
return items;
};
//添加地图
Stage.prototype.createMap = function(options){
var map = new Map(options);
//动态属性
this.map = map;
map.stage = this;
map.y_length = map.data.length;
map.x_length = map.data[0].length;
return map;
};
//绑定事件
Stage.prototype.bind = function(eventType,callback){
if(!_events[eventType]){
_events[eventType] = {};
window.addEventListener(eventType,function(e){
var key = 's' + _index;
if(_events[eventType][key]){
_events[eventType][key](e);
}
e.preventDefault();
});
}
_events[eventType]['s'+this.index] = callback.bind(this); //绑定事件作用域
};
//事件坐标
this.getPosition = function(e){
var box = $canvas.getBoundingClientRect();
return {
x:e.clientX-box.left*(_.width/box.width),
y:e.clientY-box.top*(_.height/box.height)
};
}
//创建布景
this.createStage = function(options){
var stage = new Stage(options);
stage.index = _stages.length;
_stages.push(stage);
return stage;
};
//下个布景
this.nextStage = function(){
if(_index<_stages.length-1){
_stages[_index] = 0;
_index++;
_stages[_index].start();
}else{
throw new Error('unfound new stage.');
}
};
//初始化游戏引擎
this.init = function(){
_index = 0;
if(_stages[_index]){
_stages[_index].start();
}
};
}

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf8">
<title>Pac-Man . 吃豆游戏</title>
<style>
*{padding:0;margin:0;}
canvas{display:block;background: #000;margin:0 auto;line-height:36px;text-align: center;color:#999;}
</style>
</head>
<body>
<canvas id="canvas" width="960" height="640">Canvas not supported</canvas>
<script src="game.js"></script>
<script src="index.js"></script>
</body>
</html>

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index.js
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//主程序,业务逻辑
(function(){
var game = new Game('canvas');
//启动页
(function(){
var stage = game.createStage();
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13:
case 32:
game.nextStage();
break;
}
});
//logo
stage.createItem({
x:game.width/2,
y:game.height*.45,
width:100,
height:100,
frames:10,
draw:function(context){
context.fillStyle = '#FC3';
context.beginPath();
if(this.times%2){
context.arc(this.x,this.y,this.width/2,.20*Math.PI,1.80*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,.01*Math.PI,1.99*Math.PI,false);
}
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
context.fillStyle = '#000';
context.beginPath();
context.arc(this.x+5,this.y-27,7,0,2*Math.PI,false);
context.closePath();
context.fill();
}
});
//游戏名
stage.createItem({
x:game.width/2,
y:game.height*.6,
draw:function(context){
context.font = 'bold 42px Helvetica';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillStyle = '#FFF';
context.fillText('Pac-Man',this.x,this.y);
}
});
//版权信息
stage.createItem({
x:game.width-12,
y:game.height-5,
draw:function(context){
context.font = '14px Helvetica';
context.textAlign = 'right';
context.textBaseline = 'bottom';
context.fillStyle = '#AAA';
context.fillText('© passer-by.com',this.x,this.y);
}
});
})();
//游戏主程序
(function(){
var MAP_ORIENTATION = { //地图方向
'38':0,
'39':1,
'40':2,
'37':3
},
MAP_DATA = [ //地图数据
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1],
[1,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,1],
[1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1],
[0,0,0,0,0,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,1,1,0,1,1,1,0,0,1,1,1,0,1,1,0,1,0,0,0,0,0],
[1,1,1,1,1,1,0,1,1,0,1,0,0,0,0,0,0,1,0,1,1,0,1,1,1,1,1,1],
[0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,0,1,1,0,1,0,0,0,0,0,0,1,0,1,1,0,1,1,1,1,1,1],
[0,0,0,0,0,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,0,0,0,0,0],
[1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1],
[1,1,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,0,1,1,1],
[1,1,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,0,1,1,1],
[1,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,1],
[1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1],
[1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
],
MAP_SIZE = 20; //地图大小
var stage = game.createStage();
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13:
case 32:
this.status = this.status==2?1:2;
break;
}
});
//绘制地图
var map = stage.createMap({
x:50,
y:10,
data:MAP_DATA,
draw:function(context){
var y_length = this.data.length;
var x_length = this.data[0].length;
for(var j=0; j<this.y_length; j++){
for(var i=0; i<this.x_length; i++){
context.lineWidth = 2;
context.strokeStyle="#09C";
if(this.get(i,j)){
var code = 0;
if(this.get(i,j-1)&&!(this.get(i-1,j-1)&&this.get(i+1,j-1)&&this.get(i-1,j)&&this.get(i+1,j))){
if(j){
code += 1000;
}
}
if(this.get(i+1,j)&&!(this.get(i+1,j-1)&&this.get(i+1,j+1)&&this.get(i,j-1)&&this.get(i,j+1))){
if(i<x_length-1){
code += 100;
}
}
if(this.get(i,j+1)&&!(this.get(i-1,j+1)&&this.get(i+1,j+1)&&this.get(i-1,j)&&this.get(i+1,j))){
if(j<y_length-1){
code += 10;
}
}
if(this.get(i-1,j)&&!(this.get(i-1,j-1)&&this.get(i-1,j+1)&&this.get(i,j-1)&&this.get(i,j+1))){
if(i){
code += 1;
}
}
if(code){
var pos = this.coord2position(i,j);
switch(code){
case 1100:
context.beginPath();
context.arc(pos.x+this.size/2,pos.y-this.size/2,this.size/2,.5*Math.PI,1*Math.PI,false);
context.stroke();
context.closePath();
break;
case 110:
context.beginPath();
context.arc(pos.x+this.size/2,pos.y+this.size/2,this.size/2,Math.PI,1.5*Math.PI,false);
context.stroke();
context.closePath();
break;
case 11:
context.beginPath();
context.arc(pos.x-this.size/2,pos.y+this.size/2,this.size/2,1.5*Math.PI,2*Math.PI,false);
context.stroke();
context.closePath();
break;
case 1001:
context.beginPath();
context.arc(pos.x-this.size/2,pos.y-this.size/2,this.size/2,0,.5*Math.PI,false);
context.stroke();
context.closePath();
break;
default:
var arr = String.prototype.split.call(code,'');
if(+arr.pop()){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x-this.size/2,pos.y);
context.stroke();
context.closePath();
}
if(+arr.pop()){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x,pos.y+this.size/2);
context.stroke();
context.closePath();
}
if(+arr.pop()){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x+this.size/2,pos.y);
context.stroke();
context.closePath();
}
if(+arr.pop()){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x,pos.y-this.size/2);
context.stroke();
context.closePath();
}
}
}
}
}
}
}
});
//主角
var pos = map.coord2position(14,23);
var player = stage.createItem({
x:pos.x-MAP_SIZE/2,
y:pos.y,
width:30,
height:30,
type:1,
orientation:3,
speed:2,
frames:10,
update:function(){
var coord = this.coord;
if(!coord.offset){
if(typeof this.control.orientation!='undefined'){
switch(this.control.orientation){
case 0:
if(!map.get(coord.x,coord.y-1)){
this.orientation = this.control.orientation;
}
break;
case 1:
if(!map.get(coord.x+1,coord.y)){
this.orientation = this.control.orientation;
}
break;
case 2:
if(!map.get(coord.x,coord.y+1)){
this.orientation = this.control.orientation;
}
break;
case 3:
if(!map.get(coord.x-1,coord.y)){
this.orientation = this.control.orientation;
}
break;
}
}
this.control = {};
switch(this.orientation){
case 0:
var value = map.get(coord.x,coord.y-1);
if(value==0){
this.y-=this.speed;
}else if(value<0){
this.y += map.size*(map.y_length-1);
}
break;
case 1:
var value = map.get(coord.x+1,coord.y);
if(value==0){
this.x+=this.speed;
}else if(value<0){
this.x -= map.size*(map.x_length-1);
}
break;
case 2:
var value = map.get(coord.x,coord.y+1);
if(value==0){
this.y+=this.speed;
}else if(value<0){
this.y -= map.size*(map.y_length-1);
}
break;
case 3:
var value = map.get(coord.x-1,coord.y);
if(value==0){
this.x-=this.speed;
}else if(value<0){
this.x += map.size*(map.x_length-1);
}
break;
}
}else{
switch(this.orientation){
case 0:
this.y-=this.speed;
break;
case 1:
this.x+=this.speed;
break;
case 2:
this.y+=this.speed;
break;
case 3:
this.x-=this.speed;
break;
}
}
},
draw:function(context){
context.fillStyle = '#FC3';
context.beginPath();
switch(this.orientation){
case 0:
if(this.times%2){
context.arc(this.x,this.y,this.width/2,1.70*Math.PI,1.30*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,1.51*Math.PI,1.49*Math.PI,false);
}
break;
case 1:
if(this.times%2){
context.arc(this.x,this.y,this.width/2,.20*Math.PI,1.80*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,.01*Math.PI,1.99*Math.PI,false);
}
break;
case 2:
if(this.times%2){
context.arc(this.x,this.y,this.width/2,.70*Math.PI,.30*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,.51*Math.PI,.49*Math.PI,false);
}
break;
case 3:
if(this.times%2){
context.arc(this.x,this.y,this.width/2,1.20*Math.PI,.80*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,1.01*Math.PI,.99*Math.PI,false);
}
break;
}
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
}
});
var NPC_COLOR = ['#96F','#6C6','#C30','#3C9'];
for(var i=0;i<4;i++){
var pos = map.coord2position(12+i,14);
stage.createItem({
x:pos.x,
y:pos.y,
width:30,
height:30,
color:NPC_COLOR[i],
type:2,
frames:10,
speed:1,
update:function(){
if(!this.coord.offset){
var new_map = [];
for(var j=0;j<map.data.length;j++){
new_map[j]=[];
for(var k=0;k<map.data[0].length;k++){
new_map[j][k]=map.data[j][k];
}
}
var items = stage.getItemsByType(2);
var index = this.index;
items.forEach(function(item){
if(item.coord.y&&item.index!=index){
new_map[item.coord.y][item.coord.x]=1;
}
});
this.path = map.finder({
map:new_map,
start:this.coord,
end:player.coord
});
if(this.path.length){
this.vector = this.path[0];
if(this.vector.change){ //是否转变方向
this.coord.x = this.vector.x;
this.coord.y = this.vector.y;
var pos = map.coord2position(this.coord.x,this.coord.y);
this.x = pos.x;
this.y = pos.y;
}
}
if(this.vector.x>this.coord.x){
this.orientation = 1;
}else if(this.vector.x<this.coord.x){
this.orientation = 3;
}else if(this.vector.y>this.coord.y){
this.orientation = 2;
}else if(this.vector.y<this.coord.y){
this.orientation = 0;
}
}
switch(this.orientation){
case 0:
this.y-=this.speed;
break;
case 1:
this.x+=this.speed;
break;
case 2:
this.y+=this.speed;
break;
case 3:
this.x-=this.speed;
break;
}
},
draw:function(context){
context.fillStyle = this.color;
context.beginPath();
context.arc(this.x,this.y,this.width*.5,0,Math.PI,true);
switch(this.times%2){
case 0:
context.lineTo(this.x-this.width*.5,this.y+this.height*.4);
context.quadraticCurveTo(this.x-this.width*.4,this.y+this.height*.5,this.x-this.width*.2,this.y+this.height*.3);
context.quadraticCurveTo(this.x,this.y+this.height*.5,this.x+this.width*.2,this.y+this.height*.3);
context.quadraticCurveTo(this.x+this.width*.4,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.4);
break;
case 1:
context.lineTo(this.x-this.width*.5,this.y+this.height*.3);
context.quadraticCurveTo(this.x-this.width*.25,this.y+this.height*.5,this.x,this.y+this.height*.3);
context.quadraticCurveTo(this.x+this.width*.25,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.3);
break;
}
context.fill();
context.closePath();
context.fillStyle = '#FFF';
context.beginPath();
context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
context.fill();
context.closePath();
context.beginPath();
context.arc(this.x+this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
context.fill();
context.closePath();
context.fillStyle = '#000';
switch(this.times%4){
case 2:
case 0:
context.beginPath();
context.arc(this.x-this.width*.15,this.y-this.height*.27,this.width*.07,0,2*Math.PI,false);
context.fill();
context.closePath();
context.beginPath();
context.arc(this.x+this.width*.15,this.y-this.height*.27,this.width*.07,0,2*Math.PI,false);
context.fill();
context.closePath();
break;
case 1:
context.beginPath();
context.arc(this.x-this.width*.17,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
context.fill();
context.closePath();
context.beginPath();
context.arc(this.x+this.width*.13,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
context.fill();
context.closePath();
break;
case 3:
context.beginPath();
context.arc(this.x-this.width*.13,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
context.fill();
context.closePath();
context.beginPath();
context.arc(this.x+this.width*.17,this.y-this.height*.25,this.width*.07,0,2*Math.PI,false);
context.fill();
context.closePath();
break;
}
}
});
}
stage.bind('keydown',function(e){
player.control = {orientation:MAP_ORIENTATION[e.keyCode]};
});
})();
game.init();
game.nextStage(); //测试游戏主布景
})();