586 lines
17 KiB
JavaScript
586 lines
17 KiB
JavaScript
//主程序,业务逻辑
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(function(){
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var _DATA = [ //地图数据
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1,1],
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[1,1,1,1,1,1,0,1,1,0,1,1,1,2,2,1,1,1,0,1,1,0,1,1,1,1,1,1],
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[1,1,1,1,1,1,0,1,1,0,1,2,2,2,2,2,2,1,0,1,1,0,1,1,1,1,1,1],
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[0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0],
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[1,1,1,1,1,1,0,1,1,0,1,2,2,2,2,2,2,1,0,1,1,0,1,1,1,1,1,1],
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[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],
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[1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1,1],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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],
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[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]
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],
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_GOODS = { //能量豆
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'1,3':1,
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'26,3':1,
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'1,23':1,
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'26,23':1
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},
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_COS = [1,0,-1,0],
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_SIN = [0,1,0,-1],
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_COLOR = ['#F00','#F93','#0CF','#F9C'],//红,橙,
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_LIFE = 3,
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_SCORE = 0; //得分
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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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//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 = '#FFE600';
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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';
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context.fillText('Pac-Man',this.x,this.y);
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}
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});
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//版权信息
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stage.createItem({
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x:game.width-12,
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y:game.height-5,
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draw:function(context){
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context.font = '14px Helvetica';
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context.textAlign = 'right';
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context.textBaseline = 'bottom';
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context.fillStyle = '#AAA';
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context.fillText('© passer-by.com',this.x,this.y);
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}
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});
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//事件绑定
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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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})();
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//游戏主程序
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(function(){
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var stage,map,beans,player,times;
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stage = game.createStage({
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update:function(){
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var stage = this;
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if(stage.status==1){ //场景正常运行
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items.forEach(function(item){
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var dx = item.x-player.x;
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var dy = item.y-player.y;
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if(dx*dx+dy*dy<750&&item.status!=4){ //物体检测
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if(item.status==3){
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item.status = 4;
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_SCORE += 10;
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}else{
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stage.status = 3;
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stage.timeout = 30;
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}
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}
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});
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if(JSON.stringify(beans.data).indexOf(0)<0){ //当没有物品的时候,进入结束画面
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game.nextStage();
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}
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}else if(stage.status==3){ //场景暂停状态
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if(!stage.timeout){
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_LIFE--;
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if(_LIFE){
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stage.resetItems();
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}else{
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game.nextStage();
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return false;
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}
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}
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}
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}
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});
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//绘制地图
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map = stage.createMap({
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x:60,
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y:10,
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data:_DATA,
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cache:true,
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draw:function(context){
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for(var j=0; j<this.y_length; j++){
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for(var i=0; i<this.x_length; i++){
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var value = this.get(i,j);
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if(value){
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var code = 0;
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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))){
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if(j){
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code += 1000;
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}
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}
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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))){
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if(i<this.x_length-1){
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code += 100;
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}
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}
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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))){
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if(j<this.y_length-1){
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code += 10;
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}
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}
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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))){
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if(i){
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code += 1;
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}
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}
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if(code){
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context.lineWidth = 2;
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context.strokeStyle=value==2?"#FFF":"#09C";
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var pos = this.coord2position(i,j);
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switch(code){
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case 1100:
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context.beginPath();
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context.arc(pos.x+this.size/2,pos.y-this.size/2,this.size/2,.5*Math.PI,1*Math.PI,false);
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context.stroke();
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context.closePath();
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break;
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case 110:
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context.beginPath();
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context.arc(pos.x+this.size/2,pos.y+this.size/2,this.size/2,Math.PI,1.5*Math.PI,false);
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context.stroke();
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context.closePath();
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break;
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case 11:
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context.beginPath();
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context.arc(pos.x-this.size/2,pos.y+this.size/2,this.size/2,1.5*Math.PI,2*Math.PI,false);
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context.stroke();
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context.closePath();
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break;
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case 1001:
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context.beginPath();
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context.arc(pos.x-this.size/2,pos.y-this.size/2,this.size/2,0,.5*Math.PI,false);
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context.stroke();
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context.closePath();
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break;
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default:
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var arr = String.prototype.split.call(code,'');
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if(+arr.pop()){
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context.beginPath();
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context.moveTo(pos.x,pos.y);
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context.lineTo(pos.x-this.size/2,pos.y);
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context.stroke();
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context.closePath();
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}
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if(+arr.pop()){
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context.beginPath();
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context.moveTo(pos.x,pos.y);
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context.lineTo(pos.x,pos.y+this.size/2);
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context.stroke();
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context.closePath();
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}
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if(+arr.pop()){
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context.beginPath();
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context.moveTo(pos.x,pos.y);
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context.lineTo(pos.x+this.size/2,pos.y);
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context.stroke();
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context.closePath();
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}
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if(+arr.pop()){
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context.beginPath();
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context.moveTo(pos.x,pos.y);
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context.lineTo(pos.x,pos.y-this.size/2);
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context.stroke();
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context.closePath();
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}
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}
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}
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}
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}
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}
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}
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});
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//物品地图
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beans = stage.createMap({
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x:60,
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y:10,
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data:_DATA,
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frames:8,
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draw:function(context){
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for(var j=0; j<this.y_length; j++){
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for(var i=0; i<this.x_length; i++){
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if(!this.get(i,j)){
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var pos = this.coord2position(i,j);
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context.fillStyle = "#F5F5DC";
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if(_GOODS[i+','+j]){
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context.beginPath();
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context.arc(pos.x,pos.y,3+this.times%2,0,2*Math.PI,true);
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context.fill();
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context.closePath();
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}else{
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context.fillRect(pos.x-2,pos.y-2,4,4);
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}
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}
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}
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}
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}
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});
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//得分
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stage.createItem({
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x:690,
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y:100,
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draw:function(context){
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context.font = 'bold 28px Helvetica';
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context.textAlign = 'left';
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context.textBaseline = 'bottom';
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context.fillStyle = '#C33';
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context.fillText('SCORE',this.x,this.y);
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context.font = '28px Helvetica';
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context.textAlign = 'left';
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context.textBaseline = 'top';
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context.fillStyle = '#FFF';
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context.fillText(_SCORE,this.x+12,this.y);
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}
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});
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//状态文字
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stage.createItem({
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x:690,
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y:320,
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frames:25,
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draw:function(context){
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if(stage.status==2&&this.times%2){
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context.font = '24px Helvetica';
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context.textAlign = 'left';
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context.textBaseline = 'center';
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context.fillStyle = '#09F';
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context.fillText('PAUSE',this.x,this.y);
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}
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}
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});
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//生命值
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stage.createItem({
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x:705,
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y:540,
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width:30,
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height:30,
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draw:function(context){
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for(var i=0;i<_LIFE-1;i++){
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var x=this.x+40*i,y=this.y;
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context.fillStyle = '#FFE600';
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context.beginPath();
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context.arc(x,y,this.width/2,.15*Math.PI,-.15*Math.PI,false);
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context.lineTo(x,y);
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context.closePath();
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context.fill();
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}
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}
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});
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//NPC
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for(var i=0;i<4;i++){
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stage.createItem({
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width:30,
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height:30,
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orientation:3,
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color:_COLOR[i],
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location:map,
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coord:{x:12+i,y:14},
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vector:{x:12+i,y:14},
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type:2,
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frames:10,
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speed:1,
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timeout:Math.floor(Math.random()*120),
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update:function(){
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var new_map;
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if(this.status==3&&!this.timeout){
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this.status = 1;
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}
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if(!this.coord.offset){ //到达坐标中心时计算
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if(this.status==1){
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if(!this.timeout){ //定时器
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new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
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var id = this._id;
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items.forEach(function(item){
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if(item._id!=id&&item.status==1){ //NPC将其它所有还处于正常状态的NPC当成一堵墙
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new_map[item.coord.y][item.coord.x]=1;
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}
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});
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this.path = map.finder({
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map:new_map,
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start:this.coord,
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end:player.coord
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});
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if(this.path.length){
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this.vector = this.path[0];
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}
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}
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}else if(this.status==3){
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new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
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var id = this._id;
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items.forEach(function(item){
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if(item._id!=id){
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new_map[item.coord.y][item.coord.x]=1;
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}
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});
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this.path = map.finder({
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map:new_map,
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start:player.coord,
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end:this.coord,
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type:'next'
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});
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if(this.path.length){
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this.vector = this.path[Math.floor(Math.random()*this.path.length)];
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}
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}else if(this.status==4){
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new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
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this.path = map.finder({
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map:new_map,
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start:this.coord,
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end:this._params.coord
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});
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if(this.path.length){
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this.vector = this.path[0];
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}else{
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this.status = 1;
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}
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}
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//是否转变方向
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if(this.vector.change){
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this.coord.x = this.vector.x;
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this.coord.y = this.vector.y;
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var pos = map.coord2position(this.coord.x,this.coord.y);
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this.x = pos.x;
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this.y = pos.y;
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}
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//方向判定
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if(this.vector.x>this.coord.x){
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this.orientation = 0;
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}else if(this.vector.x<this.coord.x){
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this.orientation = 2;
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}else if(this.vector.y>this.coord.y){
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this.orientation = 1;
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}else if(this.vector.y<this.coord.y){
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this.orientation = 3;
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}
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}
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this.x += this.speed*_COS[this.orientation];
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this.y += this.speed*_SIN[this.orientation];
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},
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draw:function(context){
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var isSick = false;
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if(this.status==3){
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isSick = this.timeout>80||this.times%2?true:false;
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}
|
||
if(this.status!=4){
|
||
context.fillStyle = isSick?'#BABABA':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';
|
||
if(isSick){
|
||
context.beginPath();
|
||
context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.08,0,2*Math.PI,false);
|
||
context.arc(this.x+this.width*.15,this.y-this.height*.21,this.width*.08,0,2*Math.PI,false);
|
||
context.fill();
|
||
context.closePath();
|
||
}else{
|
||
context.beginPath();
|
||
context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
|
||
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';
|
||
context.beginPath();
|
||
context.arc(this.x-this.width*(.15-.04*_COS[this.orientation]),this.y-this.height*(.21-.04*_SIN[this.orientation]),this.width*.07,0,2*Math.PI,false);
|
||
context.arc(this.x+this.width*(.15+.04*_COS[this.orientation]),this.y-this.height*(.21-.04*_SIN[this.orientation]),this.width*.07,0,2*Math.PI,false);
|
||
context.fill();
|
||
context.closePath();
|
||
}
|
||
}
|
||
});
|
||
}
|
||
items = stage.getItemsByType(2);
|
||
//主角
|
||
player = stage.createItem({
|
||
width:30,
|
||
height:30,
|
||
type:1,
|
||
location:map,
|
||
coord:{x:13.5,y:23},
|
||
orientation:2,
|
||
speed:2,
|
||
frames:10,
|
||
update:function(){
|
||
var coord = this.coord;
|
||
if(!coord.offset){
|
||
if(this.control.orientation!='undefined'){
|
||
if(!map.get(coord.x+_COS[this.control.orientation],coord.y+_SIN[this.control.orientation])){
|
||
this.orientation = this.control.orientation;
|
||
}
|
||
}
|
||
this.control = {};
|
||
var value = map.get(coord.x+_COS[this.orientation],coord.y+_SIN[this.orientation]);
|
||
if(value==0){
|
||
this.x += this.speed*_COS[this.orientation];
|
||
this.y += this.speed*_SIN[this.orientation];
|
||
}else if(value<0){
|
||
this.x -= map.size*(map.x_length-1)*_COS[this.orientation];
|
||
this.y -= map.size*(map.y_length-1)*_SIN[this.orientation];
|
||
}
|
||
}else{
|
||
if(!beans.get(this.coord.x,this.coord.y)){ //吃豆
|
||
_SCORE++;
|
||
beans.set(this.coord.x,this.coord.y,1);
|
||
if(_GOODS[this.coord.x+','+this.coord.y]){ //吃到能量豆
|
||
items.forEach(function(item){
|
||
if(item.status==1||item.status==3){ //如果NPC为正常状态,则置为临时状态
|
||
item.timeout = 450;
|
||
item.status = 3;
|
||
}
|
||
});
|
||
}
|
||
}
|
||
this.x += this.speed*_COS[this.orientation];
|
||
this.y += this.speed*_SIN[this.orientation];
|
||
}
|
||
},
|
||
draw:function(context){
|
||
context.fillStyle = '#FFE600';
|
||
context.beginPath();
|
||
if(stage.status!=3){ //玩家正常状态
|
||
if(this.times%2){
|
||
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.20)*Math.PI,(.5*this.orientation-.20)*Math.PI,false);
|
||
}else{
|
||
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.01)*Math.PI,(.5*this.orientation-.01)*Math.PI,false);
|
||
}
|
||
}else{ //玩家被吃
|
||
if(stage.timeout) {
|
||
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+1-.02*stage.timeout)*Math.PI,(.5*this.orientation-1+.02*stage.timeout)*Math.PI,false);
|
||
}
|
||
}
|
||
context.lineTo(this.x,this.y);
|
||
context.closePath();
|
||
context.fill();
|
||
}
|
||
});
|
||
//事件绑定
|
||
stage.bind('keydown',function(e){
|
||
switch(e.keyCode){
|
||
case 13: //回车
|
||
case 32: //空格
|
||
this.status = this.status==2?1:2;
|
||
break;
|
||
case 39: //右
|
||
player.control = {orientation:0};
|
||
break;
|
||
case 40: //下
|
||
player.control = {orientation:1};
|
||
break;
|
||
case 37: //左
|
||
player.control = {orientation:2};
|
||
break;
|
||
case 38: //上
|
||
player.control = {orientation:3};
|
||
break;
|
||
}
|
||
});
|
||
})();
|
||
//结束画面
|
||
(function(){
|
||
var stage = game.createStage();
|
||
//游戏结束
|
||
stage.createItem({
|
||
x:game.width/2,
|
||
y:game.height*.35,
|
||
draw:function(context){
|
||
context.fillStyle = '#FFF';
|
||
context.font = 'bold 48px Helvetica';
|
||
context.textAlign = 'center';
|
||
context.textBaseline = 'middle';
|
||
context.fillText('GAME OVER',this.x,this.y);
|
||
}
|
||
});
|
||
//记分
|
||
stage.createItem({
|
||
x:game.width/2,
|
||
y:game.height*.5,
|
||
draw:function(context){
|
||
context.fillStyle = '#FFF';
|
||
context.font = '20px Helvetica';
|
||
context.textAlign = 'center';
|
||
context.textBaseline = 'middle';
|
||
context.fillText('FINAL SCORE: '+(_SCORE+50*Math.max(_LIFE-1,0)),this.x,this.y);
|
||
}
|
||
});
|
||
//事件绑定
|
||
stage.bind('keydown',function(e){
|
||
switch(e.keyCode){
|
||
case 13: //回车
|
||
case 32: //空格
|
||
_SCORE = 0;
|
||
_LIFE = 3;
|
||
var st = game.setStage(1);
|
||
st.reset();
|
||
break;
|
||
}
|
||
});
|
||
})();
|
||
game.init();
|
||
})();
|