pacman/index.js

376 lines
12 KiB
JavaScript

//主程序,业务逻辑
(function(){
_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]
],
_COS = [1,0,-1,0],
_SIN = [0,1,0,-1],
_COLOR = ['#F00','#F60','#3C6','#69F'],
_SIZE = 20; //地图大小
var game = new Game('canvas');
//启动页
(function(){
var stage = game.createStage();
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13:
case 32:
game.nextStage();
break;
}
});
//logo
stage.createItem({
x:game.width/2,
y:game.height*.45,
width:100,
height:100,
frames:10,
draw:function(context){
context.fillStyle = '#FC3';
context.beginPath();
if(this.times%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);
}
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
context.fillStyle = '#000';
context.beginPath();
context.arc(this.x+5,this.y-27,7,0,2*Math.PI,false);
context.closePath();
context.fill();
}
});
//游戏名
stage.createItem({
x:game.width/2,
y:game.height*.6,
draw:function(context){
context.font = 'bold 42px Helvetica';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillStyle = '#FFF';
context.fillText('Pac-Man',this.x,this.y);
}
});
//版权信息
stage.createItem({
x:game.width-12,
y:game.height-5,
draw:function(context){
context.font = '14px Helvetica';
context.textAlign = 'right';
context.textBaseline = 'bottom';
context.fillStyle = '#AAA';
context.fillText('© passer-by.com',this.x,this.y);
}
});
})();
//游戏主程序
(function(){
var stage = game.createStage({
update:function(){
if(this.map){
var stage = this;
var items = this.getItemsByType(1,2);
var hash = {}; //当前对象位置分布
items.forEach(function(item){
var key = 'x'+item.coord.x+'y'+item.coord.y; //坐标的标识
if(hash[key]){
if(hash[key]!=item.type){ //如果NPC与玩家相遇
stage.status = 2;
}
}else{
hash[key] = item.type;
}
});
}
}
});
//绘制地图
var map = stage.createMap({
x:50,
y:10,
data:_DATA,
draw:function(context){
var y_length = this.data.length;
var x_length = this.data[0].length;
for(var j=0; j<this.y_length; j++){
for(var i=0; i<this.x_length; i++){
context.lineWidth = 2;
context.strokeStyle="#09C";
if(this.get(i,j)){
var code = 0;
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(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(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(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(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(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(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(pos.x-this.size/2,pos.y-this.size/2,this.size/2,0,.5*Math.PI,false);
context.stroke();
context.closePath();
break;
default:
var arr = String.prototype.split.call(code,'');
if(+arr.pop()){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x-this.size/2,pos.y);
context.stroke();
context.closePath();
}
if(+arr.pop()){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x,pos.y+this.size/2);
context.stroke();
context.closePath();
}
if(+arr.pop()){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x+this.size/2,pos.y);
context.stroke();
context.closePath();
}
if(+arr.pop()){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x,pos.y-this.size/2);
context.stroke();
context.closePath();
}
}
}
}
}
}
}
});
//主角
var pos = map.coord2position(14,23);
var player = stage.createItem({
x:pos.x-_SIZE/2,
y:pos.y,
width:30,
height:30,
type:1,
orientation:2,
speed:2,
frames:10,
update:function(){
var coord = this.coord;
if(!coord.offset){
if(typeof 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{
this.x += this.speed*_COS[this.orientation];
this.y += this.speed*_SIN[this.orientation];
}
},
draw:function(context){
context.fillStyle = '#FC3';
context.beginPath();
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);
}
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
}
});
//NPC
for(var i=0;i<4;i++){
var pos = map.coord2position(12+i,14);
stage.createItem({
x:pos.x,
y:pos.y,
width:30,
height:30,
color:_COLOR[i],
type:2,
frames:10,
speed:1,
update:function(){
if(!this.coord.offset){
var new_map = JSON.parse(JSON.stringify(map.data));
var items = stage.getItemsByType(2);
var index = this.index;
items.forEach(function(item){
if(item.index!=index){
new_map[item.coord.y][item.coord.x]=1;
}
});
this.path = map.finder({
map:new_map,
start:this.coord,
end:player.coord
});
if(this.path.length){
this.vector = this.path[0];
}
if(this.vector.change){ //是否转变方向
this.coord.x = this.vector.x;
this.coord.y = this.vector.y;
var pos = map.coord2position(this.coord.x,this.coord.y);
this.x = pos.x;
this.y = pos.y;
}
if(this.vector.x>this.coord.x){
this.orientation = 0;
}else if(this.vector.x<this.coord.x){
this.orientation = 2;
}else if(this.vector.y>this.coord.y){
this.orientation = 1;
}else if(this.vector.y<this.coord.y){
this.orientation = 3;
}
}
this.x += this.speed*_COS[this.orientation];
this.y += this.speed*_SIN[this.orientation];
},
draw:function(context){
context.fillStyle = 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';
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();
}
});
}
//布景事件绑定
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;
}
});
})();
game.init();
game.nextStage(); //*测试*游戏主布景,完成后需关闭
})();