updated 主角绘制

This commit is contained in:
郑浩乐 2016-01-04 10:58:11 +08:00
parent ad0b5b4393
commit b61eb83c41
3 changed files with 136 additions and 64 deletions

21
game.js
View File

@ -75,12 +75,27 @@ function Game(id,options){
this[i] = options[i]||settings[i];
}
};
Map.prototype.get = function(j,i){
if(this.data[j]&&typeof this.data[j][i]!='undefined'){
return this.data[j][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(x,y){
return {
x:this.x+x*this.size+this.size/2,
y:this.y+y*this.size+this.size/2
};
};
//画布坐标转地图坐标
Map.prototype.position2coord = function(x,y){
return {
x:Math.floor((x-this.x)/this.size-.5),
y:Math.floor((y-this.y)/this.size-.5)
};
};
//布景对象构造器
var Stage = function(options){
options = options||{};

View File

@ -9,7 +9,7 @@
</style>
</head>
<body>
<canvas id="canvas">Canvas not supported</canvas>
<canvas id="canvas" width="960" height="640">Canvas not supported</canvas>
<script src="game.js"></script>
<script src="index.js"></script>
</body>

177
index.js
View File

@ -63,40 +63,47 @@
});
})();
//游戏主程序
var map_data = [
[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]
]; //地图数据
(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){
@ -107,96 +114,95 @@
}
});
//绘制地图
stage.createMap({
x:60,
y:15,
data:map_data,
var map = stage.createMap({
x:50,
y:10,
data:MAP_DATA,
draw:function(context){
var x_length = this.data[0].length;
var y_length = this.data.length;
for(var i=0; i<x_length; i++){
for(var j=0; j<y_length; j++){
var x_length = this.data[0].length;
for(var j=0; j<y_length; j++){
for(var i=0; i<x_length; i++){
context.lineWidth = 2;
context.strokeStyle="#09c";
if(this.get(j,i)){
var x = this.x+i*this.size;
var y = this.y+j*this.size;
context.strokeStyle="#09C";
if(this.get(i,j)){
var code = 0;
if(this.get(j-1,i)&&!(this.get(j-1,i-1)&&this.get(j-1,i+1)&&this.get(j,i-1)&&this.get(j,i+1))){
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(j,i+1)&&!(this.get(j-1,i+1)&&this.get(j+1,i+1)&&this.get(j-1,i)&&this.get(j+1,i))){
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(j+1,i)&&!(this.get(j+1,i-1)&&this.get(j+1,i+1)&&this.get(j,i-1)&&this.get(j,i+1))){
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(j,i-1)&&!(this.get(j-1,i-1)&&this.get(j+1,i-1)&&this.get(j-1,i)&&this.get(j+1,i))){
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(x+this.size/2,y-this.size/2,this.size/2,.5*Math.PI,1*Math.PI,false);
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(x+this.size/2,y+this.size/2,this.size/2,Math.PI,1.5*Math.PI,false);
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(x-this.size/2,y+this.size/2,this.size/2,1.5*Math.PI,2*Math.PI,false);
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(x-this.size/2,y-this.size/2,this.size/2,0,.5*Math.PI,false);
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:
if(Math.floor(code/1000)){
context.beginPath();
context.moveTo(x,y);
context.lineTo(x,y-this.size/2);
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x,pos.y-this.size/2);
context.stroke();
context.closePath();
}
code %= 1000;
if(Math.floor(code/100)){
context.beginPath();
context.moveTo(x,y);
context.lineTo(x+this.size/2,y);
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x+this.size/2,pos.y);
context.stroke();
context.closePath();
}
code %= 100;
if(Math.floor(code/10)){
context.beginPath();
context.moveTo(x,y);
context.lineTo(x,y+this.size/2);
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x,pos.y+this.size/2);
context.stroke();
context.closePath();
}
code %= 10;
if(Math.floor(code/1)){
context.beginPath();
context.moveTo(x,y);
context.lineTo(x-this.size/2,y);
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x-this.size/2,pos.y);
context.stroke();
context.closePath();
}
@ -207,6 +213,57 @@
}
}
});
//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,
orientation:3,
speed:10,
draw:function(context){
context.fillStyle = '#FC3';
context.beginPath();
switch(this.orientation){
case 0:
if(this.frames%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.frames%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.frames%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.frames%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();
}
});
stage.bind('keydown',function(e){
player.orientation = MAP_ORIENTATION[e.keyCode];
});
})();
game.init();
game.nextStage(); //测试游戏主布景
})();