pacman/game.js
2016-01-01 22:34:44 +08:00

185 lines
5.0 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:1, //对象类型
status:1, //对象状态,1表示正常,0表示隐藏
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
x:0,
y:0
},
speed:1, //速度等级,内部计算器times多少帧变化一次
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);
}
}
});
});
}
_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
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];
}
};
//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.speed)){
item.frames = f/item.speed; //计数器
}
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);
//对象动态属性
item.stage = this; //绑定对象与所属布景绑定
item.index = this.items.length; //对象层级
this.items.push(item);
return item;
};
//添加地图
Stage.prototype.createMap = function(options){
var map = new Map(options);
map.stage = this;
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);
}
});
}
_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();
}
};
}