开发工具:pycharm
游戏介绍:随机点击小球直至游戏结束。
index.html
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title></title> <script src="js/easeljs.min.js"></script> <script src="js/Circle.js"></script> </head> <body> <canvas id="gameView" width="800px" height="800px"></canvas> <script src="js/app.js" type="text/javascript" charset="utf-8"></script> </body> </html>
app.js
var stage = new createjs.Stage("gameView"); createjs.Ticker.setFPS(30); createjs.Ticker.addEventListener("tick",stage); var gameView = new createjs.Container(); gameView.x = 30; gameView.y = 30; stage.addChild(gameView); var circleArr = [[],[],[],[],[],[],[],[],[]]; var currentCat; //定义7种状态 表示 移动位置 var MOVE_NONE = -1,MOVE_LEFT = 0,MOVE_UP_LEFT = 1,MOVE_UP_RIGHT = 2,MOVE_RIGHT = 3,MOVE_DOWN_RIGHT = 4,MOVE_DOWN_LEFT = 5; function getMoveDir(cat){ //分别判断能走的位置 var distanceMap = []; //left var can = true; for (var x = cat.indexX;x>=0;x--) { if(circleArr[x][cat.indexY].getCircleType() == Circle.TYPE_SELECTED){ can = false; distanceMap[MOVE_LEFT] = cat.indexX - x; break; } } if(can){ return MOVE_LEFT; } //left up can =true; var x = cat.indexX , y = cat.indexY; while(true){ if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){ can = false; distanceMap[MOVE_UP_LEFT] = can.indexY-y; break; } if(y%2 == 0){ x--; } y--; if(y<0 ||x<0){ break; } } if(can){ return MOVE_UP_LEFT; } //right up can =true; var x = cat.indexX , y = cat.indexY; while(true){ if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){ can = false; distanceMap[MOVE_UP_RIGHT] = can.indexY-y; break; } if(y%2 == 1){ x++; } y--; if(y <0||x>8){ break; } } if(can){ return MOVE_UP_RIGHT; } //right can =true; for (var x= cat.indexX;x<9;x++) { if(circleArr[x][cat.indexY].getCircleType() == Circle.TYPE_SELECTED){ can =false; distanceMap[MOVE_RIGHT] = x -cat.indexX; break; } } if(can){ return MOVE_RIGHT; } //ritht down can = true; x= cat.indexX,y = cat.indexY; while(true){ if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){ can =false; distanceMap[MOVE_DOWN_RIGHT] = y -cat.indexY; break; } if(y%2 == 1){ x++; } y++; if(y>8 ||x>8){ break; } } if(can){ return MOVE_DOWN_RIGHT; } //left down can = true; x= cat.indexX,y = cat.indexY; while(true){ if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){ can = false; distanceMap[MOVE_DOWN_LEFT] = y -cat.index; break; } if(y%2 == 0){ x--; } y++; if(y>8 || x<0){ break; } } if(can){ return MOVE_DOWN_LEFT; } var maxDir = -1,maxValue = -1; for (var dir = 0;dir<distanceMap.length;dir++) { if(distanceMap[dir]>maxValue){ maxValue = distanceMap[dir]; maxDir = dir; } } if(maxValue > 1){ return maxDir; }else{ return MOVE_NONE; } } function circleClicked(event){ if(event.target.getCircleType() != Circle.TYPE_CAT){ event.target.setCircleType(Circle.TYPE_SELECTED); }else{ return; } //表示碰到边缘 游戏结束 if(currentCat.indexX == 0 ||currentCat.indexX == 8 ||currentCat.indexY==0 ||currentCat.indexY==8){ alert("游戏结束"); return; } var dir = getMoveDir(currentCat); switch (dir){ //判断他要走那一个方向 case MOVE_LEFT: currentCat.setCircleType(Circle.TYPE_UNSELECTED); currentCat = circleArr[currentCat.indexX - 1][currentCat.indexY]; currentCat.setCircleType(Circle.TYPE_CAT) break; case MOVE_UP_LEFT: currentCat.setCircleType(Circle.TYPE_UNSELECTED); currentCat = circleArr[currentCat.indexY%2?currentCat.indexX:currentCat.indexX- 1][currentCat.indexY-1]; currentCat.setCircleType(Circle.TYPE_CAT) break; case MOVE_UP_RIGHT: currentCat.setCircleType(Circle.TYPE_UNSELECTED); currentCat = circleArr[currentCat.indexY%2?currentCat.indexX+1:currentCat.indexX][currentCat.indexY-1]; currentCat.setCircleType(Circle.TYPE_CAT) break; case MOVE_RIGHT: currentCat.setCircleType(Circle.TYPE_UNSELECTED); currentCat = circleArr[currentCat.indexX+1][currentCat.indexY]; currentCat.setCircleType(Circle.TYPE_CAT) break; case MOVE_DOWN_RIGHT: currentCat.setCircleType(Circle.TYPE_UNSELECTED); currentCat = circleArr[currentCat.indexY%2?currentCat.indexX+1:currentCat.indexX][currentCat.indexY+1]; currentCat.setCircleType(Circle.TYPE_CAT) break; case MOVE_DOWN_LEFT: currentCat.setCircleType(Circle.TYPE_UNSELECTED); currentCat = circleArr[currentCat.indexY%2?currentCat.indexX:currentCat.indexX-1][currentCat.indexY+1]; currentCat.setCircleType(Circle.TYPE_CAT) break; //没有方向走 游戏结束 default: alert("游戏结束"); } } function addCircles(){ //生成游戏背景 for (var indexY = 0; indexY <9;indexY++ ) { for (var indexX = 0;indexX<9;indexX++) { var c = new Circle(); gameView.addChild(c); circleArr[indexX][indexY] = c; c.indexX = indexX; c.indexY = indexY; //因为Y轴是 一前一后 所有判断一下 Y%2 c.x = indexY%2?indexX*55+25:indexX*55; c.y = indexY * 55; if(indexX == 4 && indexY == 4){ //中间出现一只猫 c.setCircleType(3); currentCat = c; }else if(Math.random() <0.1){ //让页面上随机出现 不能走的方框 方便围这只猫 c.setCircleType(Circle.TYPE_SELECTED); } //添加事件 c.addEventListener("click",circleClicked); } } } addCircles();
circle.js
function Circle(){ createjs.Shape.call(this); this.setCircleType = function(type){ this._circleType = type; switch (type){ //没有点击过的颜色 case Circle.TYPE_UNSELECTED: this.setColor("#cccccc"); break; //点击过的颜色 case Circle.TYPE_SELECTED: this.setColor("#ff6600"); break; //猫的颜色 case Circle.TYPE_CAT: this.setColor("#0000ff"); break; } } this.setColor = function(colorString){ this.graphics.beginFill(colorString); this.graphics.drawCircle(0,0,25); this.graphics.endFill(); } this.getCircleType = function(){ return this._circleType; } this.setCircleType(1); } Circle.prototype = new createjs.Shape(); //三种状态 表示 一个为点击之后的 一个点击之前 一个是猫 Circle.TYPE_UNSELECTED = 1; Circle.TYPE_SELECTED = 2; Circle.TYPE_CAT = 3;
运行结果:
来源:oschina
链接:https://my.oschina.net/u/4463382/blog/3211454