吃豆人遊戲開發
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html:
<html>
<head>
<meta charset="utf8">
<title>html5 pacman吃豆人遊戲程式碼</title>
<style>
body{background-color: #292929}
*{padding:0;margin:0;}
.wrapper{
width: 960px;
margin:0 auto;
line-height:36px;
text-align:center;
color:#999;
}
canvas{display:block;background: #000;}
.mod-botton{
height: 32px;
padding: 15px 0;
text-align: center;
}
</style>
</head>
<body><script src="/demos/googlegg.js"></script>
<div class="wrapper">
<canvas id="canvas" width="960" height="640">不支援畫布</canvas>
<p>按[空格]暫停或繼續</p>
</div>
<script src="game.js"></script>
<script src="index.js"></script>
<div style="text-align:center;margin:50px 0; font:normal 14px/24px 'MicroSoft YaHei';">
</div>
</body>
</html>
game.js:
'use strict';
/*
* 小型遊戲引擎
*/
// requestAnimationFrame polyfill
if (!Date.now)
Date.now = function() { return new Date().getTime(); };
(function() {
'use strict';
var vendors = ['webkit', 'moz'];
for (var i = 0; i < vendors.length && !window.requestAnimationFrame; ++i) {
var vp = vendors[i];
window.requestAnimationFrame = window[vp+'RequestAnimationFrame'];
window.cancelAnimationFrame = (window[vp+'CancelAnimationFrame'] || window[vp+'CancelRequestAnimationFrame']);
}
if (/iP(ad|hone|od).*OS 6/.test(window.navigator.userAgent) // iOS6 is buggy
|| !window.requestAnimationFrame || !window.cancelAnimationFrame) {
var lastTime = 0;
window.requestAnimationFrame = function(callback) {
var now = Date.now();
var nextTime = Math.max(lastTime + 16, now);
return setTimeout(function() { callback(lastTime = nextTime); },
nextTime - now);
};
window.cancelAnimationFrame = clearTimeout;
}
}());
function Game(id,params){
var _ = this;
var settings = {
width:960, //畫布寬度
height:640 //畫布高度
};
var _extend = function(target,settings,params){
params = params||{};
for(var i in settings){
target[i] = params[i]||settings[i];
}
return target;
};
_extend(_,settings,params);
var $canvas = document.getElementById(id);
$canvas.width = _.width;
$canvas.height = _.height;
var _context = $canvas.getContext('2d'); //畫布上下文環境
var _stages = []; //佈景物件佇列
var _events = {}; //事件集合
var _index=0, //當前佈景索引
_hander; //幀動畫控制
//活動物件構造
var Item = function(params){
this._params = params||{};
this._id = 0; //標誌符
this._stage = null; //與所屬佈景繫結
this._settings = {
x:0, //位置座標:橫座標
y:0, //位置座標:縱座標
width:20, //寬
height:20, //高
type:0, //物件型別,0表示普通物件(不與地圖繫結),1表示玩家控制物件,2表示程式控制物件
color:'#F00', //標識顏色
status:1, //物件狀態,0表示未啟用/結束,1表示正常,2表示暫停,3表示臨時,4表示異常
orientation:0, //當前定位方向,0表示右,1表示下,2表示左,3表示上
speed:0, //移動速度
//地圖相關
location:null, //定位地圖,Map物件
coord:null, //如果物件與地圖繫結,需設定地圖座標;若不繫結,則設定位置座標
path:[], //NPC自動行走的路徑
vector:null, //目標座標
//佈局相關
frames:1, //速度等級,內部計算器times多少幀變化一次
times:0, //重新整理畫布計數(用於迴圈動畫狀態判斷)
timeout:0, //倒數計時(用於過程動畫狀態判斷)
control:{}, //控制快取,到達定位點時處理
update:function(){}, //更新引數資訊
draw:function(){} //繪製
};
_extend(this,this._settings,this._params);
};
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._id;
if(_events[eventType][key]){
_events[eventType][key](e);
}
}
});
e.preventDefault();
});
}
_events[eventType]['s'+this._stage.index+'i'+this._id] = callback.bind(this); //繫結作用域
};
//地圖物件構造器
var Map = function(params){
this._params = params||{};
this._id = 0; //標誌符
this._stage = null; //與所屬佈景繫結
this._settings = {
x:0, //地圖起點座標
y:0,
size:20, //地圖單元的寬度
data:[], //地圖資料
x_length:0, //二維陣列x軸長度
y_length:0, //二維陣列y軸長度
frames:1, //速度等級,內部計算器times多少幀變化一次
times:0, //重新整理畫布計數(用於迴圈動畫狀態判斷)
cache:false, //是否靜態(如靜態則設定快取)
update:function(){}, //更新地圖資料
draw:function(){}, //繪製地圖
};
_extend(this,this._settings,this._params);
};
//獲取地圖上某點的值
Map.prototype.get = function(x,y){
if(this.data[y]&&typeof this.data[y][x]!='undefined'){
return this.data[y][x];
}
return -1;
};
//設定地圖上某點的值
Map.prototype.set = function(x,y,value){
if(this.data[y]){
this.data[y][x] = value;
}
};
//地圖座標轉畫布座標
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
};
};
//畫布座標轉地圖座標
Map.prototype.position2coord = function(x,y){
var fx = Math.abs(x-this.x)%this.size-this.size/2;
var fy = Math.abs(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)
};
};
//定址演算法
Map.prototype.finder = function(params){
var defaults = {
map:null,
start:{},
end:{},
type:'path'
};
var options = _extend({},defaults,params);
if(options.map[options.start.y][options.start.x]||options.map[options.end.y][options.end.x]){ //當起點或終點設定在牆上
return [];
}
var finded = false;
var result = [];
var y_length = options.map.length;
var x_length = options.map[0].length;
var steps = []; //步驟的對映
for(var y=y_length;y--;){
steps[y] = new Array(x_length).fill(0);
}
var _getValue = function(x,y){ //獲取地圖上的值
if(options.map[y]&&typeof options.map[y][x]!='undefined'){
return options.map[y][x];
}
return -1;
};
var _next = function(to){ //判定是否可走,可走放入列表
var value = _getValue(to.x,to.y);
if(value<1){
if(value==-1){
to.x = (to.x+x_length)%x_length;
to.y = (to.y+y_length)%y_length;
to.change = 1;
}
if(!steps[to.y][to.x]){
result.push(to);
}
}
};
var _render = function(list){//找線路
var new_list = [];
var next = function(from,to){
var value = _getValue(to.x,to.y);
if(value<1){ //當前點是否可以走
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);
}
}
};
list.forEach(function(current){
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;
if(options.type=='path'){
while(current.x!=options.start.x||current.y!=options.start.y){
result.unshift(current);
current=steps[current.y][current.x];
}
}else if(options.type=='next'){
_next({x:current.x+1,y:current.y});
_next({x:current.x,y:current.y+1});
_next({x:current.x-1,y:current.y});
_next({x:current.x,y:current.y-1});
}
}
return result;
};
//佈景物件構造器
var Stage = function(params){
this._params = params||{};
this._settings = {
index:0, //佈景索引
status:0, //佈景狀態,0表示未啟用/結束,1表示正常,2表示暫停,3表示臨時,4表示異常
maps:[], //地圖佇列
audio:[], //音訊資源
images:[], //圖片資源
items:[], //物件佇列
timeout:0, //倒數計時(用於過程動畫狀態判斷)
update:function(){} //嗅探,處理佈局下不同物件的相對關係
};
_extend(this,this._settings,this._params);
};
//新增物件
Stage.prototype.createItem = function(options){
var item = new Item(options);
//動態屬性
if(item.location){
var position = item.location.coord2position(item.coord.x,item.coord.y);
item.x = position.x;
item.y = position.y;
}
//關係繫結
item._stage = this;
item._id = this.items.length;
this.items.push(item);
return item;
};
//重置物體位置
Stage.prototype.resetItems = function(){
this.status = 1;
this.items.forEach(function(item,index){
_extend(item,item._settings,item._params);
if(item.location){
var position = item.location.coord2position(item.coord.x,item.coord.y);
item.x = position.x;
item.y = position.y;
}
});
};
//獲取物件列表
Stage.prototype.getItemsByType = function(type){
return this.items.filter(function(item){
if(item.type==type){
return item;
}
});
};
//新增地圖
Stage.prototype.createMap = function(options){
var map = new Map(options);
//動態屬性
map.data = JSON.parse(JSON.stringify(map._params.data));
map.y_length = map.data.length;
map.x_length = map.data[0].length;
map.imageData = null;
//關係繫結
map._stage = this;
map._id = this.maps.length;
this.maps.push(map);
return map;
};
//重置地圖
Stage.prototype.resetMaps = function(){
this.status = 1;
this.maps.forEach(function(map){
_extend(map,map._settings,map._params);
map.data = JSON.parse(JSON.stringify(map._params.data));
map.y_length = map.data.length;
map.x_length = map.data[0].length;
map.imageData = null;
});
};
//重置
Stage.prototype.reset = function(){
_extend(this,this._settings,this._params);
this.resetItems();
this.resetMaps();
};
//繫結事件
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); //繫結事件作用域
};
//動畫開始
this.start = function() {
var f = 0; //幀數計算
var fn = function(){
var stage = _stages[_index];
_context.clearRect(0,0,_.width,_.height); //清除畫布
_context.fillStyle = '#000000';
_context.fillRect(0,0,_.width,_.height);
f++;
if(stage.timeout){
stage.timeout--;
}
if(stage.update()!=false){ //update返回false,則不繪製
stage.maps.forEach(function(map){
if(!(f%map.frames)){
map.times = f/map.frames; //計數器
}
if(map.cache){
if(!map.imageData){
_context.save();
map.draw(_context);
map.imageData = _context.getImageData(0,0,_.width,_.height);
_context.restore();
}else{
_context.putImageData(map.imageData,0,0);
}
}else{
map.update();
map.draw(_context);
}
});
stage.items.forEach(function(item){
if(!(f%item.frames)){
item.times = f/item.frames; //計數器
}
if(stage.status==1&&item.status!=2){ //物件及佈景狀態都不處於暫停狀態
if(item.location){
item.coord = item.location.position2coord(item.x,item.y);
}
if(item.timeout){
item.timeout--;
}
item.update();
}
item.draw(_context);
});
}
_hander = requestAnimationFrame(fn);
};
_hander = requestAnimationFrame(fn);
};
//動畫結束
this.stop = function(){
_hander&&cancelAnimationFrame(_hander);
};
//事件座標
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)
};
}
//建立佈景
this.createStage = function(options){
var stage = new Stage(options);
stage.index = _stages.length;
_stages.push(stage);
return stage;
};
//指定佈景
this.setStage = function(index){
_stages[_index].status = 0;
_index = index;
_stages[_index].status = 1;
return _stages[_index];
};
//下個佈景
this.nextStage = function(){
if(_index<_stages.length-1){
return this.setStage(++_index);
}else{
throw new Error('unfound new stage.');
}
};
//初始化遊戲引擎
this.init = function(){
_index = 0;
this.start();
};
}
index.js:
//主程式,業務邏輯
(function(){
var _DATA = [ //地圖資料
[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],
[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],
[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],
[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],
[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],
[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],
[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],
[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],
[1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1,1],
[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],
[1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1],
[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]
],
_GOODS = { //能量豆
'1,3':1,
'26,3':1,
'1,23':1,
'26,23':1
},
_COS = [1,0,-1,0],
_SIN = [0,1,0,-1],
_COLOR = ['#F00','#F93','#0CF','#F9C'],//紅,橙,
_LIFE = 3,
_SCORE = 0; //得分
var game = new Game('canvas');
//啟動頁
(function(){
var stage = game.createStage();
//logo
stage.createItem({
x:game.width/2,
y:game.height*.45,
width:100,
height:100,
frames:3,
draw:function(context){
var t = Math.abs(5-this.times%10);
context.fillStyle = '#FFE600';
context.beginPath();
context.arc(this.x,this.y,this.width/2,t*.04*Math.PI,(2-t*.04)*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();
}
});
//遊戲名
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);
}
});
//版權資訊
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);
}
});
//事件繫結
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13:
case 32:
game.nextStage();
break;
}
});
})();
//遊戲主程式
(function(){
var stage,map,beans,player,times;
stage = game.createStage({
update:function(){
var stage = this;
if(stage.status==1){ //場景正常執行
items.forEach(function(item){
if(map&&!map.get(item.coord.x,item.coord.y)&&!map.get(player.coord.x,player.coord.y)){
var dx = item.x-player.x;
var dy = item.y-player.y;
if(dx*dx+dy*dy<750&&item.status!=4){ //物體檢測
if(item.status==3){
item.status = 4;
_SCORE += 10;
}else{
stage.status = 3;
stage.timeout = 30;
}
}
}
});
if(JSON.stringify(beans.data).indexOf(0)<0){ //當沒有物品的時候,進入結束畫面
game.nextStage();
}
}else if(stage.status==3){ //場景臨時狀態
if(!stage.timeout){
_LIFE--;
if(_LIFE){
stage.resetItems();
}else{
game.nextStage();
return false;
}
}
}
}
});
//繪製地圖
map = stage.createMap({
x:60,
y:10,
data:_DATA,
cache:true,
draw:function(context){
context.lineWidth = 2;
for(var j=0; j<this.y_length; j++){
for(var i=0; i<this.x_length; i++){
var value = this.get(i,j);
if(value){
var code = [0,0,0,0];
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))){
code[0]=1;
}
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))){
code[1]=1;
}
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))){
code[2]=1;
}
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))){
code[3]=1;
}
if(code.indexOf(1)>-1){
context.strokeStyle=value==2?"#FFF":"#09C";
var pos = this.coord2position(i,j);
switch(code.join('')){
case '1100':
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 '0110':
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 '0011':
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;
case '1001':
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;
default:
var dist = this.size/2;
code.forEach(function(v,index){
if(v){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x-_COS[index]*dist,pos.y-_SIN[index]*dist);
context.stroke();
context.closePath();
}
});
}
}
}
}
}
}
});
//物品地圖
beans = stage.createMap({
x:60,
y:10,
data:_DATA,
frames:8,
draw:function(context){
for(var j=0; j<this.y_length; j++){
for(var i=0; i<this.x_length; i++){
if(!this.get(i,j)){
var pos = this.coord2position(i,j);
context.fillStyle = "#F5F5DC";
if(_GOODS[i+','+j]){
context.beginPath();
context.arc(pos.x,pos.y,3+this.times%2,0,2*Math.PI,true);
context.fill();
context.closePath();
}else{
context.fillRect(pos.x-2,pos.y-2,4,4);
}
}
}
}
}
});
//得分
stage.createItem({
x:690,
y:100,
draw:function(context){
context.font = 'bold 28px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'bottom';
context.fillStyle = '#C33';
context.fillText('SCORE',this.x,this.y);
context.font = '28px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'top';
context.fillStyle = '#FFF';
context.fillText(_SCORE,this.x+12,this.y);
}
});
//狀態文字
stage.createItem({
x:690,
y:320,
frames:25,
draw:function(context){
if(stage.status==2&&this.times%2){
context.font = '24px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'center';
context.fillStyle = '#09F';
context.fillText('PAUSE',this.x,this.y);
}
}
});
//生命值
stage.createItem({
x:705,
y:540,
width:30,
height:30,
draw:function(context){
for(var i=0;i<_LIFE-1;i++){
var x=this.x+40*i,y=this.y;
context.fillStyle = '#FFE600';
context.beginPath();
context.arc(x,y,this.width/2,.15*Math.PI,-.15*Math.PI,false);
context.lineTo(x,y);
context.closePath();
context.fill();
}
}
});
//NPC
for(var i=0;i<4;i++){
stage.createItem({
width:30,
height:30,
orientation:3,
color:_COLOR[i],
location:map,
coord:{x:12+i,y:14},
vector:{x:12+i,y:14},
type:2,
frames:10,
speed:1,
timeout:Math.floor(Math.random()*120),
update:function(){
var new_map;
if(this.status==3&&!this.timeout){
this.status = 1;
}
if(!this.coord.offset){ //到達座標中心時計算
if(this.status==1){
if(!this.timeout){ //定時器
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
var id = this._id;
items.forEach(function(item){
if(item._id!=id&&item.status==1){ //NPC將其它所有還處於正常狀態的NPC當成一堵牆
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];
}
}
}else if(this.status==3){
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
var id = this._id;
items.forEach(function(item){
if(item._id!=id){
new_map[item.coord.y][item.coord.x]=1;
}
});
this.path = map.finder({
map:new_map,
start:player.coord,
end:this.coord,
type:'next'
});
if(this.path.length){
this.vector = this.path[Math.floor(Math.random()*this.path.length)];
}
}else if(this.status==4){
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
this.path = map.finder({
map:new_map,
start:this.coord,
end:this._params.coord
});
if(this.path.length){
this.vector = this.path[0];
}else{
this.status = 1;
}
}
//是否轉變方向
if(this.vector.change){
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;
}
//方向判定
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){
var isSick = false;
if(this.status==3){
isSick = this.timeout>80||this.times%2?true:false;
}
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為正常狀態,則置為臨時狀態
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){ //玩家正常狀態
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();
}
});
//事件繫結
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13: //回車
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;
}
});
})();
//結束畫面
(function(){
var stage = game.createStage();
//遊戲結束
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);
}
});
//記分
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);
}
});
//事件繫結
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13: //回車
case 32: //空格
_SCORE = 0;
_LIFE = 3;
var st = game.setStage(1);
st.reset();
break;
}
});
})();
game.init();
})();
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