pacman/index.js
2016-01-04 18:01:06 +08:00

347 lines
10 KiB
JavaScript

//主程序,业务逻辑
(function(){
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,
speed:10,
draw:function(context){
context.fillStyle = '#FC3';
context.beginPath();
if(this.frames%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 MAP_ORIENTATION = { //地图方向
'38':0,
'39':1,
'40':2,
'37':3
},
MAP_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]
],
MAP_SIZE = 20; //地图大小
var stage = game.createStage();
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13:
case 32:
this.status = this.status==2?1:2;
break;
}
});
//绘制地图
var map = stage.createMap({
x:50,
y:10,
data:MAP_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-MAP_SIZE/2,
y:pos.y,
width:30,
height:30,
orientation:3,
speed:10,
update:function(){
var coord = map.position2coord(this.x,this.y);
var steps = 2;
if(!coord.offset){
if(typeof this.control.orientation!='undefined'){
switch(this.control.orientation){
case 0:
if(!map.get(coord.x,coord.y-1)){
this.orientation = this.control.orientation;
}
break;
case 1:
if(!map.get(coord.x+1,coord.y)){
this.orientation = this.control.orientation;
}
break;
case 2:
if(!map.get(coord.x,coord.y+1)){
this.orientation = this.control.orientation;
}
break;
case 3:
if(!map.get(coord.x-1,coord.y)){
this.orientation = this.control.orientation;
}
break;
}
}
this.control = {};
switch(this.orientation){
case 0:
var value = map.get(coord.x,coord.y-1);
if(value==0){
this.y-=steps;
}else if(value<0){
this.y += map.size*(map.y_length-1);
}
break;
case 1:
var value = map.get(coord.x+1,coord.y);
if(value==0){
this.x+=steps;
}else if(value<0){
this.x -= map.size*(map.x_length-1);
}
break;
case 2:
var value = map.get(coord.x,coord.y+1);
if(value==0){
this.y+=steps;
}else if(value<0){
this.y -= map.size*(map.y_length-1);
}
break;
case 3:
var value = map.get(coord.x-1,coord.y);
if(value==0){
this.x-=steps;
}else if(value<0){
this.x += map.size*(map.x_length-1);
}
break;
}
}else{
switch(this.orientation){
case 0:
this.y-=steps;
break;
case 1:
this.x+=steps;
break;
case 2:
this.y+=steps;
break;
case 3:
this.x-=steps;
break;
}
}
},
draw:function(context){
context.fillStyle = '#FC3';
context.beginPath();
switch(this.orientation){
case 0:
if(this.frames%2){
context.arc(this.x,this.y,this.width/2,1.70*Math.PI,1.30*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,1.51*Math.PI,1.49*Math.PI,false);
}
break;
case 1:
if(this.frames%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);
}
break;
case 2:
if(this.frames%2){
context.arc(this.x,this.y,this.width/2,.70*Math.PI,.30*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,.51*Math.PI,.49*Math.PI,false);
}
break;
case 3:
if(this.frames%2){
context.arc(this.x,this.y,this.width/2,1.20*Math.PI,.80*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,1.01*Math.PI,.99*Math.PI,false);
}
break;
}
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
}
});
stage.bind('keydown',function(e){
player.control = {orientation:MAP_ORIENTATION[e.keyCode]};
});
})();
game.init();
game.nextStage(); //测试游戏主布景
})();