delete 删除master分支内容
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game.js
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game.js
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'use strict';
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/*
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* 小型游戏引擎
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*/
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function Game(id,options){
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var _ = this;
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options = options||{};
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var settings = {
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width:960, //画布宽度
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height:640 //画布高度
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};
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for(var i in settings){
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this[i] = options[i]||settings[i];
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}
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var $canvas = document.getElementById(id);
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$canvas.width = _.width;
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$canvas.height = _.height;
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var _context = $canvas.getContext('2d'); //画布上下文环境
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var _stages = []; //布景对象队列
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var _events = {}; //事件集合
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var _index, //当前布景索引
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_hander; //帧动画控制
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//活动对象构造
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var Item = function(options){
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options = options||{};
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var settings = {
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x:0, //横坐标
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y:0, //纵坐标
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width:20, //宽
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height:20, //高
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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
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color:'#F00', //标识颜色
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status:1, //对象状态,1表示正常,0表示隐藏,2表示暂停
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orientation:0, //当前定位方向,0表示上,1表示右,2表示下,3表示左
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vector:{}, //目标坐标
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coord:{}, //如果对象与地图绑定,获得坐标值
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speed:0, //移动速度
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frames:1, //速度等级,内部计算器times多少帧变化一次
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times:0, //计数
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control:{}, //控制缓存,到达定位点时处理
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path:[], //NPC自动行走的路径
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index:0, //对象索引
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stage:null, //绑定对象与所属布景绑定
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update:function(){}, //更新参数信息
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draw:function(){} //绘制
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};
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for(var i in settings){
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this[i] = options[i]||settings[i];
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}
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};
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Item.prototype.bind = function(eventType,callback){
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if(!_events[eventType]){
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_events[eventType] = {};
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$canvas.addEventListener(eventType,function(e){
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var position = _.getPosition(e);
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_stages[_index].items.forEach(function(item){
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if(Math.abs(position.x-item.x)<item.width/2&&Math.abs(position.y-item.y)<item.height/2){
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var key = 's'+_index+'i'+item.index;
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if(_events[eventType][key]){
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_events[eventType][key](e);
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}
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}
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});
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e.preventDefault();
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});
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}
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_events[eventType]['s'+this.stage.index+'i'+this.index] = callback.bind(this); //绑定作用域
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};
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//地图对象构造器
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var Map = function(options){
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options = options||{};
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var settings = {
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x:0, //地图起点坐标
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y:0,
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size:20, //地图单元的宽度
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data:[], //地图数据
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stage:null, //布景
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x_length:0, //二维数组x轴长度
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y_length:0, //二维数组y轴长度
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update:function(){}, //更新地图数据
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draw:function(){}, //绘制地图
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};
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for(var i in settings){
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this[i] = options[i]||settings[i];
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}
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};
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//获取地图上某点的值
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Map.prototype.get = function(x,y){
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if(this.data[y]&&typeof this.data[y][x]!='undefined'){
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return this.data[y][x];
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}
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return -1;
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};
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//地图坐标转画布坐标
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Map.prototype.coord2position = function(cx,cy){
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return {
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x:this.x+cx*this.size+this.size/2,
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y:this.y+cy*this.size+this.size/2
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};
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};
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//画布坐标转地图坐标
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Map.prototype.position2coord = function(x,y){
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var fx = (x-this.x)%this.size-this.size/2;
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var fy = (y-this.y)%this.size-this.size/2;
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return {
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x:Math.floor((x-this.x)/this.size),
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y:Math.floor((y-this.y)/this.size),
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offset:Math.sqrt(fx*fx+fy*fy)
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};
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};
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//寻址算法
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Map.prototype.finder = function(param){
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var defaults = {
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map:null,//this.data,
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start:{},
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end:{}
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};
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var options = (function(target, params) {
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for (var prop in params) {
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target[prop] = params[prop];
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}
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return target;
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})(defaults,param);
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var result = [];
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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
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return [];
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}
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var finded = false;
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var y_length = options.map.length;
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var x_length = options.map[0].length;
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var steps = []; //步骤的映射
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for(var y=y_length;y--;){
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steps[y] = [];
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for(var x=x_length;x--;){
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steps[y][x] = 0;
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}
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}
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var _render = function(list){
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var new_list = [];
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var next = function(from,to){
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if(!finded){
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var value = typeof options.map[to.y][to.x] !='undefined'?options.map[to.y][to.x]:-1;
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if(value!=1){ //当前点是否可以走
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if(value==-1){
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to.x = (to.x+x_length)%x_length;
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to.y = (to.y+y_length)%y_length;
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to.change = 1;
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}
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if(to.x==options.end.x&&to.y==options.end.y){
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steps[to.y][to.x] = from;
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finded = true;
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}else if(!steps[to.y][to.x]){
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steps[to.y][to.x] = from;
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new_list.push(to);
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}
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}
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}
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};
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for(var i=0,len=list.length;i<len;i++){
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var current = list[i];
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next(current,{y:current.y+1,x:current.x});
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next(current,{y:current.y,x:current.x+1});
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next(current,{y:current.y-1,x:current.x});
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next(current,{y:current.y,x:current.x-1});
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}
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if(!finded&&new_list.length){
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_render(new_list);
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}
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};
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_render([options.start]);
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if(finded){
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var current=options.end;
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while(current.x!=options.start.x||current.y!=options.start.y){
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result.unshift(current);
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current=steps[current.y][current.x];
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}
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}
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return result;
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};
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//布景对象构造器
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var Stage = function(options){
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options = options||{};
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var settings = {
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status:1, //布景状态,1表示正常,0表示非活动
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map:null, //布景地图对象
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audio:[], //音频资源
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images:[], //图片资源
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items:[] //对象队列
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};
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for(var i in settings){
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this[i] = options[i]||settings[i];
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}
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};
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//动画开始
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Stage.prototype.start = function() {
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var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||window.mozRequestAnimationFrame ||window.msRequestAnimationFrame;
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var f = 0; //帧数计算
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var stage = this;
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var fn = function(){
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_context.clearRect(0,0,_.width,_.height); //清除画布
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f++;
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if(stage.map){
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stage.map.update();
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stage.map.draw(_context);
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}
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if(stage.items.length){
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stage.items.forEach(function(item,index){
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if(stage.status!=2&&item.status!=2){ //对象及布景状态不为暂停
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if(!(f%item.frames)){
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item.times = f/item.frames; //计数器
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}
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if(stage.map&&item.type){
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item.coord = stage.map.position2coord(item.x,item.y);
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}
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item.update();
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}
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item.draw(_context);
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});
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}
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_hander = requestAnimationFrame(fn);
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};
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this.stop();
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_hander = requestAnimationFrame(fn);
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};
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//动画结束
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Stage.prototype.stop = function(){
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var cancelAnimationFrame = window.cancelAnimationFrame || window.webkitCancelAnimationFrame||window.mozCancelAnimationFrame ||window.msCancelAnimationFrame;
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_hander&&cancelAnimationFrame(_hander);
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};
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//添加对象
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Stage.prototype.createItem = function(options){
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var item = new Item(options);
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//动态属性
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item.stage = this;
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item.index = this.items.length;
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if(this.map&&item.type){
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item.coord = this.map.position2coord(item.x,item.y);
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}
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this.items.push(item);
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return item;
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};
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//获取对象列表
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Stage.prototype.getItemsByType = function(type){
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var items = this.items.filter(function(item){
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if(item.type==type){
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return item;
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}
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});
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return items;
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};
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//添加地图
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Stage.prototype.createMap = function(options){
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var map = new Map(options);
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//动态属性
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this.map = map;
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map.stage = this;
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map.y_length = map.data.length;
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map.x_length = map.data[0].length;
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return map;
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};
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//绑定事件
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Stage.prototype.bind = function(eventType,callback){
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if(!_events[eventType]){
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_events[eventType] = {};
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window.addEventListener(eventType,function(e){
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var key = 's' + _index;
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if(_events[eventType][key]){
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_events[eventType][key](e);
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}
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e.preventDefault();
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});
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}
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_events[eventType]['s'+this.index] = callback.bind(this); //绑定事件作用域
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};
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//事件坐标
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this.getPosition = function(e){
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var box = $canvas.getBoundingClientRect();
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return {
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x:e.clientX-box.left*(_.width/box.width),
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y:e.clientY-box.top*(_.height/box.height)
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};
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}
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//创建布景
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this.createStage = function(options){
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var stage = new Stage(options);
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stage.index = _stages.length;
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_stages.push(stage);
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return stage;
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};
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//下个布景
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this.nextStage = function(){
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if(_index<_stages.length-1){
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_stages[_index] = 0;
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_index++;
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_stages[_index].start();
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}else{
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throw new Error('unfound new stage.');
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}
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};
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//初始化游戏引擎
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this.init = function(){
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_index = 0;
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if(_stages[_index]){
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_stages[_index].start();
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}
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};
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}
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16
index.html
16
index.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf8">
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<title>Pac-Man . 吃豆游戏</title>
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<style>
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*{padding:0;margin:0;}
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canvas{display:block;background: #000;margin:0 auto;line-height:36px;text-align: center;color:#999;}
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</style>
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</head>
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<body>
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<canvas id="canvas" width="960" height="640">Canvas not supported</canvas>
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<script src="game.js"></script>
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<script src="index.js"></script>
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</body>
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</html>
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482
index.js
482
index.js
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//主程序,业务逻辑
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(function(){
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var game = new Game('canvas');
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//启动页
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(function(){
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var stage = game.createStage();
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stage.bind('keydown',function(e){
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switch(e.keyCode){
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case 13:
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case 32:
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game.nextStage();
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break;
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}
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});
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//logo
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stage.createItem({
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x:game.width/2,
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y:game.height*.45,
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width:100,
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height:100,
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frames:10,
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draw:function(context){
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context.fillStyle = '#FC3';
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context.beginPath();
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if(this.times%2){
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context.arc(this.x,this.y,this.width/2,.20*Math.PI,1.80*Math.PI,false);
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}else{
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context.arc(this.x,this.y,this.width/2,.01*Math.PI,1.99*Math.PI,false);
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}
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context.lineTo(this.x,this.y);
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context.closePath();
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context.fill();
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context.fillStyle = '#000';
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context.beginPath();
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context.arc(this.x+5,this.y-27,7,0,2*Math.PI,false);
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context.closePath();
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context.fill();
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}
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});
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//游戏名
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stage.createItem({
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x:game.width/2,
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y:game.height*.6,
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draw:function(context){
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context.font = 'bold 42px Helvetica';
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context.textAlign = 'center';
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context.textBaseline = 'middle';
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||||||
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
|
|
||||||
})();
|
|
Loading…
x
Reference in New Issue
Block a user