pacman/game.js

307 lines
8.5 KiB
JavaScript

'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();
}
};
}