游戏引擎
分离代码,构建建议游戏引擎
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game.js
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160
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:1, //对象类型
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status:1, //对象状态,1表示正常,0表示隐藏
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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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x:0,
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y:0
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},
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speed:1, //速度等级,内部计算器times多少帧变化一次
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update:function(){} //更新参数信息
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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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});
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}
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_events[eventType]['s'+this.stage.index+'i'+this.index] = callback;
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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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map:{ //地图信息
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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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},
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status:1, //布景状态
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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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if(stage.items.length){
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f++;
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stage.items.forEach(function(item,index){
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if(!(f%item.speed)){
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item.times = f/item.speed; //计数器
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}
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item.update(_context);
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});
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_hander = requestAnimationFrame(fn);
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}
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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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//对象动态属性
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item.stage = this; //绑定对象与所属布景绑定
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item.index = this.items.length; //对象层级
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this.items.push(item);
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return item;
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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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});
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}
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_events[eventType]['s'+this.index] = callback;
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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(_stages[_index+1]){
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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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