2D游戏开发课程第5次作业——HTML游戏开发

谁都会走 提交于 2020-04-06 02:37:36

一、综合实验 拼图游戏

游戏介绍:

拼图游戏将一幅图片分割成若干拼块并将它们随机打乱顺序。当将所有拼块都放回原位置时,就完成了拼图(游戏结束)。 在“游戏”中,单击滑块选择游戏难易,“容易”为3行3列拼图游戏,中间为一个4行4列拼图游戏,“难”为5行5列拼图游戏。拼块以随机顺序排列,玩家用鼠标单击空白块的四周来交换它们的位置,直到所有拼块都回到原位置。拼图游戏运行结果如图所示。

游戏运行截图

代码

html代码

<!doctype html>
 <html>
     <head>
        <meta http-equiv="content-type" content="text/html;charset=utf-8">
         <title>拼图游戏</title>
         <style>
             .picture{
                 border:1px solid black;
             }
         </style>
     </head>
     <body>
         <div id="title">
             <h2>游戏难度</h2>
         </div>
         <div id="slider">
             <form>
                 <label>低</label>
                 <input type="range" id="scale" value="4" min="3" max="5" step="1">
                 <label>高</label>
             </form>
             <br>
         </div>
         <div id="main" class="main">
             <canvas id="puzzle" width="480px" height="480px"></canvas>
         </div>
         <script src="sliding.js"></script>
     </body>
 </html>

js代码—sliding.js


var context=document.getElementById('puzzle').getContext('2d');
var img=new Image();
img.src='defa.jpg';
img.addEventListener('load',drawTiles,false);
var boardSize=document.getElementById('puzzle').width;
var tileCount=document.getElementById('scale').value;

var tileSize=boardSize/tileCount;
var clickLoc=new Object;
clickLoc.x=0;
clickLoc.y=0;

var emptyLoc=new Object;
emptyLoc.x=0;
emptyLoc.y=0;

var solved=false;
var boardParts=new Object;
setBoard();

document.getElementById('scale').onchange=function(){
    tileCount=this.value;
    tileSize=boardSize/tileCount;
    setBoard();
    drawTiles();
};

document.getElementById('puzzle').onmousemove=function(e){
    clickLoc.x=Math.floor((e.pageX-this.offsetLeft)/tileSize);
    clickLoc.y=Math.floor((e.pageY-this.offsetTop)/tileSize);
};

document.getElementById('puzzle').onclick=function(){
    if (distance(clickLoc.x,clickLoc.y,emptyLoc.x,emptyLoc.y)==1){
        slideTile(emptyLoc,clickLoc);
        drawTiles();
    }
    if(solved){
        setTimeout(function(){alert("You solved it!");},500);
    }
};

function setBoard(){
    boardParts=new Array(tileCount);
    for(var i=0;i<tileCount;++i) {
        boardParts[i]=new Array(tileCount);
        for (var j=0;j<tileCount;++j){
            boardParts[i][j]=new Object;
            boardParts[i][j].x=(tileCount-1)-i;
            boardParts[i][j].y=(tileCount-1)-j;
        }
    }
    emptyLoc.x=boardParts[tileCount-1][tileCount-1].x;
    emptyLoc.y=boardParts[tileCount-1][tileCount-1].y;
    solved=false;
}

function drawTiles(){
    context.clearRect(0,0,boardSize,boardSize);
    for(var i=0;i<tileCount;++i){
        for(var j=0;j<tileCount;++j){
            var x=boardParts[i][j].x;
            var y=boardParts[i][j].y;
            if(i!=emptyLoc.x || j!=emptyLoc.y || solved==true){
                context.drawImage(img,x*tileSize,y*tileSize,tileSize,tileSize,
                    i*tileSize,j*tileSize,tileSize,tileSize);
            }
        }
    }
}

function distance(x1,y1,x2,y2) {
    return Math.abs(x1-x2)+Math.abs(y1-y2);
}

function slideTile(toLoc,fromLoc){
    if(!solved){
        boardParts[toLoc.x][toLoc.y].x=boardParts[fromLoc.x][fromLoc.y].x;
        boardParts[toLoc.x][toLoc.y].y=boardParts[fromLoc.x][fromLoc.y].y;
        boardParts[fromLoc.x][fromLoc.y].x=tileCount-1;
        boardParts[fromLoc.x][fromLoc.y].y=tileCount-1;
        toLoc.x=fromLoc.x;
        toLoc.y=fromLoc.y;
        checkSolved();
    }
}

function checkSolved(){
    var flag=true;
    for(var i=0;i<tileCount;++i){
        for(var j=0;j<tileCount;++j){
            if(boardParts[i][j].x!=i || boardParts[i][j].y!=j){
                flag=false;
            }
        }
    }
    solved=flag;
}

二、雷电飞机设计游戏

游戏介绍:

上下左右键控制飞机移动,空格键发出炮弹。消灭敌人,获得分数。

游戏运行截图

代码

html代码


<!DOCTYPE html>
<html>
<head>
	<title>飞机大战</title>
	<meta charset="utf-8">
</head>
<body>
<canvas id='myCanvas' width="320" height="480" style="border: solid">
	你的浏览器不支持canves画布元素,请更新浏览器获得演示效果。
</canvas>
<div id="message_txt" style="display: block;">飞机大战</div>
<div id="score_txt" style="display: block;">分数:0分</div>
<script type="text/javascript">
	var canvas=document.getElementById('myCanvas');
	var context=canvas.getContext('2d');
	document.addEventListener('keydown',onKeydown);
	//飞机类和其属性
	var Plan=function(image,x,y,n){
		this.image=image;
		this.x=x;
		this.y=y;
		this.orignx=x;
		this.origny=y;
		this.width=image.width/n;
		this.height=image.height;
		this.isCaught=false;
		this.frm=0;
		this.dis=0;
		this.n=n;
	};
	Plan.prototype.getCaught=function(bool){
		this.isCaught=bool;
		if (bool==false){
			this.orignx=0;
			this.origny=this.y;
		}
	};
	Plan.prototype.testPoint=function(x,y){
		var betweenX=(x>=this.x)&&(x<=this.x+this.width);
		var betweenY=(y>=this.y)&&(y<=this.y+this.height);
		return betweenX&&betweenY;
	};


	Plan.prototype.move=function(dx,dy){
		this.x+=dx;
		this.y+=dy;
	};
	Plan.prototype.Y=function(){
		return this.y;
	};
	//不断下移飞机
	Plan.prototype.draw=function(ctx){
		ctx.save();
		ctx.translate(this.x,this.y);
		ctx.drawImage(this.image,this.frm*this.width,0,this.width,this.height,0,0,this.width,this.height);
		ctx.restore();
		this.y++;
		this.x=this.orignx+20*Math.sin(Math.PI/100*this.y);
		this.dis++;
		if(this.dis>=3){
			this.dis=0;
			this.frm++;
			if(this.frm>=this.n) this.frm=0;
		}
	};
	//原地不动画飞机
	Plan.prototype.draw2=function(ctx){
		ctx.save();
		ctx.translate(this.x,this.y);
		ctx.drawImage(this.image,this.frm*this.width,0,this.width,this.height,0,0,this.width,this.height);
		ctx.restore();
		this.dis++;
		//3帧换一次图片
		if(this.dis>=3){
			this.dis=0;
			this.frm++;
			if(this.frm>=this.n) this.frm=0;
		}
	};
	//检测飞机碰撞
	Plan.prototype.hitTestObject=function(planobj){
		if(iscolliding(this.x,this.y,this.width,this.height,planobj.x,planobj.y,planobj.width,planobj.height))
			return true;
		else
			return false;
	}

	function iscolliding(ax,ay,aw,ah,bx,by,bw,bh){
		if(ay>by+bh||by>ay+ah||ax>bx+bw||bx>ax+aw)
			return false;
		else
			return true;
	}
	//子弹类和其属性
	var Bullet=function(image,x,y){
		this.image=image;
		this.x=x;
		this.y=y;
		this.orignx=x;
		this.orignx=y;
		this.width=image.width/4;
		this.height=image.height;
		this.isCaught=false;
		this.frm=0;
		this.dis=0;
	}
	Bullet.prototype.testPoint=function(x,y){
		var betweenX=(x>=this.x)&&(x<this.x+this.width);
		var betweenY=(y>=this.y)&&(y<this.y+this.height);
		return betweenX&&betweenY;
	};
	Bullet.prototype.move=function(dx,dy){
		this.x+=dx;
		this.y+=dy;
	};
	Bullet.prototype.Y=function(){
		return this.y;
	};
	Bullet.prototype.draw=function(ctx){
		ctx.save();
		ctx.translate(this.x,this.y);
		ctx.drawImage(this.image,this.frm*this.width,0,this.width,this.height,0,0,this.width,this.height);
		ctx.restore();
		this.y--;
		this.dis++;
		if(this.dis>=10){
			this.dis=0;
			this.frm++;
			if(this.frm>=4) this.frm=0;
		}
	};
	//检测子弹与敌人的碰撞
	Bullet.prototype.hitTestObject=function(planobj){
		if(iscolliding(this.x,this.y,this.width,this.height,planobj.x,planobj.y,planobj.width,planobj.height))
			return true;
		else
			return false;
	}
	//爆炸动画类和属性
	var Bomb=function(image,x,y){
		this.image=image;
		this.x=x;
		this.y=y;
		this.width=image.width/6;
		this.height=image.height;
		this.frm=0;
		this.dis=0;
	};


	Bomb.prototype.draw2=function(ctx){
		ctx.save();
		ctx.translate(this.x,this.y);
		if(this.frm>=6) return ;
		ctx.drawImage(this.image,this.frm*this.width,0,this.width,this.height,0,0,this.width,this.height);
		ctx.restore();
		this.dis++;
		if(this.dis>=10){
			this.dis=0;
			this.frm++;
		}
	};
	var plan1,plan2,plan3,plan4,caughtplan=null;
	var isClick=false;
	var mouseX,mouseY,preX,preY;
	var plans=[];
	var bullets=[];
	var bombs=[];
	var score=0;
	var overflag=false;
	var myplane;
	//导入外部材料图
	var image=new Image();
	var image2=new Image();
	var image3=new Image();
	var image4=new Image();
	var image5=new Image();
	var bakground=new Image();
	bakground.src='map_0.png';
	image.src='plan.png';
	image.onload=function(){

	}
	image2.src='bomb.png';
	image2.onload=function(){

	}
	image3.src='enemy.png';
	image3.onload=function(){
		myplane=new Plan(image,300*Math.random(),400,6);

		plan_interval=setInterval(function(){
			plans.push(new Plan(image,300*Math.random(),20*Math.random(),2));
		},3000);//3秒产生一架敌机
		setInterval(function(){
			context.clearRect(0,0,320,480);
			context.drawImage(bakground,0,0);
		//画己方飞机
			if(!overflag)
				myplane.draw2(context);
		//画敌机
			for(var i=plans.length-1;i>=0;i--){
				if (plans[i].Y()>400){
					plans.splice(i,1);//删除敌机
				}
				else{
					plans[i].draw(context);
				}
			}
		//画子弹
			for (var i=bullets.length-1;i>=0;i--){
				if (bullets[i].Y()<100){
					bullets.splice(i,1);//删除子弹
				}
				else{
					bullets[i].draw(context);
				}
			}
		//检测玩家是否撞到敌机
			for (vari=plans.length-1;i>=0;i--){
				e1=plans[i];
				if(e1!=null && myplane!=null && myplane.hitTestObject(e1)){
					clearInterval(plan_interval);
					plans.splice(i,1);//删除敌机
					bombs.push(new Bomb(image2,myplane.x,myplane.y));

					message_txt.innerHTML='敌机碰到玩家自己飞机,游戏结束';
					overflag=true;
				}
			}
	//判断子弹击中没有
			for(var j=bullets.length-1;j>=0;j--){
				var b1=bullets[j];
				for(var i=plans.length-1;i>=0;i--){
					e1=plans[i];
					if (e1!=null && b1!=null && b1.hitTestObject(e1)){
						plans.splice(i,1);
						bullets.splice(i,1);
						bombs.push(new Bomb(image2,b1.x,b1.y-36));

						message_txt.innerHTML='敌机被击中,加20分';
						score+=20;
						score_txt.innerHTML='分数:'+score+'分';
					}
				}
			}
		//画爆炸
			for (var i=bombs.length-1;i>=0;i--){
				if (bombs[i].frm>=6){
					bombs.splice(i,1);
				}
				else{
					bombs[i].draw2(context);
				}
			}

		},1000/60);
	};
	image4.src='bullet.png';
	image4.onload=function(){

	};
	//飞机移动控制
	function onKeydown(e){
		if(e.keyCode==32){
			bullets.push(new Bullet(image4,myplane.x,myplane.y-36));
		}else if(e.keyCode==37){
			myplane.move(-10,0);
		}else if(e.keyCode==39){
			myplane.move(10,0);
		}else if(e.keyCode==38){
			myplane.move(0,-10);
		}else if(e.keyCode==40){
			myplane.move(0,10);
		}
	}
</script>
</body>
</html>

三、FlappyBird游戏

游戏介绍:

鼠标左键点击小鸟使得小鸟可上升移动,放开则下坠。通过一根油管加一分,触碰油管或边界失败。

游戏运行截图

代码

html代码

 <!DOCTYPE html>
 <html lang="en">
 <head>
     <meta charset="UTF-8">
     <title>Flappy Bird</title>
 </head>
 <body>
 <canvas id="canvas" width="340" height="453" style="border: 2px solid #000;background: #fff;"></canvas>
 <script src="bird.js" type="text/javascript"></script>
 </body>
 </html>

js代码


var  canvas=document.getElementById("canvas");
var c=canvas.getContext("2d");

function Bird(x,y,image) {
    this.x=x,
    this.y=y,
    this.width=image.width/2,
    this.height=image.height,
    this.image=image;
    this.draw=function (context,state) {
        if(state==="up")
            context.drawImage(image,0,0,this.width,this.height,this.x,this.y,this.width,this.height);
        else {
            context.drawImage(image,this.width,0,this,width,this.height,this.x,this.y,this.width,this.height);
        }
    }
};
function Obstacle(x,y,h,image) {
    this.x=x,
    this.y=y,
    this.width=image.width/2,
    this.height=h,
    this.flypast=false;
    this.draw=function (context,state) {
        if(state==="up")
            context.drawImage(image,0,0,this.width,this.height,this.x,this.y,this.width,this.height);
        else {
            context.drawImage(image,this.width,image.height-this.height,this.height,this.width,this.height,this.x,this.y,this.width,this.height)
        }
    }
};

function FlappyBird() {}
FlappyBird.prototype= {
    bird: null,
    bg: null,
    obs: null,
    obsList: [],

    mapWidth: 340,
    mapHeight: 453,
    startX: 90,
    startY: 225,
    obsDistance: 150,
    obsSpeed: 2,
    obsInterval: 2000,
    upSpeed: 8,
    downSpeed: 3,
    line: 56,
    score: 0,
    touch: false,
    gameOver: false,

    CreateMap: function () {
        //背景
        this.bg = new Image();
        this.bg.src = "bg.png";
        var startBg = new Image();
        startBg.src = "start.jpg";
        startBg.onload = function () {
            c.drawImage(startBg, 0, 0);
        };
        //小鸟
        var image = new Image();
        image.src = "bird.png";
        image.onload = function () {
            this.bird = new Bird(this.startX, this.startY, image);
        }.bind(this);

        //障碍物
        this.obs = new Image();
        this.obs.src = "obs.png";
        this.obs.onload = function () {
            var h = 100;
            var h2 = this.mapHeight - h - this.obsDistance;
            var obs1 = new Obstacle(this.mapWidth, 0, h, this.obs);
            var obs2 = new Obstacle(this.mapWidth, this.mapHeight - h2, h2 - this.line, this.obs);
            this.obsList.push(obs1);
            this.obsList.push(obs2);
        }.bind(this);
    },

    CreatObs: function () {
        var h = Math.floor(Math.random() * (this.mapHeight - this.obsDistance - this.line));
        var h2 = this.mapHeight - h - this.obsDistance;
        var obs1 = new Obstacle(this.mapWidth, 0, h, this.obs);
        var obs2 = new Obstacle(this.mapWidth, this.mapHeight - h2, h2 - this.line, this.obs);
        this.obsList.push(obs1);
        this.obsList.push(obs2);

        if (this.obsList[0].x < -this.obsList[0].width)
            this.obsList.splice(0, 2);
    },
    DrawObs:function(){
        c.fillStyle="#00ff00";
        for(var i=0;i<this.obsList.length;i++){
            this.obsList[i].x-=this.obsSpeed;
            if(i%2)
                this.obsList[i].draw(c,"up");
            else
                this.obsList[i].draw(c,"down");
        }
    },
    
    CountScore:function () {
        if(this.obsList[0].x + this.obsList[0].width < this.startX &&this.obsList[0].flypast==false){
            this.score+=1;
            this.obsList[0].flypast=true;
        }
    },
    ShowScore:function () {
        c.strokeStyle="#000";
        c.lineWidth=1;
        c.fillStyle="#fff";
        c.fillText(this.score,10,50);
        c.strokeText(this.score,10,50);
    },
    CanMove:function () {
        if(this.bird.y<0 || this.bird.y > this.mapHeight-this.bird.height-this.line){
            this.gameOver=true;
        }else{
            var boundary=[{
                x:this.bird.x,
                y:this.bird.y
            },{
                x:this.bird.x+this.bird.width,
                y:this.bird.y
            },{
                x:this.bird.x,
                y:this.bird.y+this.bird.height
            },{
                x:this.bird.x+this.bird.width,
                y:this.bird.x+this.bird.height
            }];
            for (var i=0;i<this.obsList.length;i++){
                for(var j=0;j<4;j++)
                    if(boundary[j].x>=this.obsList[i].x && boundary[j].x <= this.obsList[i].x+this.obsList[i].width &&
                    boundary[j].y>=this.obsList[i].y&& boundary[j].y<=this.obsList[i].y+this.obsList[i].height){
                        this.gameOver=false;
                        break;
                    }
                if(this.gameOver)
                    break;
            }
        }
    },
    CheckTouch:function () {
        if(this.touch){
            this.bird.y-=this.upSpeed;
            this.bird.draw(c,"up");
        }else {
            this.bird.y+=this.downSpeed;
            this.bird.draw(c,"down");
        }
    },
    ClearScreen:function () {
        c.drawImage(this.bg,0,0);
    },
    ShowOver:function () {
        var overImg=new Image();
        overImg.src="over.png";
        overImg.onload=function () {
            c.drawImage(overImg,(this.mapWidth-overImg.width)/2,(this.mapHeight-overImg.height)/2-50);
        }.bind(this);
        return;
    }
};

var game=new FlappyBird();
var Speed=20;
var IsPlay=false;
var GameTime=null;
var btn_start;
window.onload=InitGame;

function InitGame() {
    c.font="3em 微软雅黑";
    game.CreateMap();
    canvas.onmousedown=function () {
        game.touch=true;
    }
    canvas.onmouseup=function () {
        game.touch=false;
    };
    canvas.onclick=function () {
        if (!IsPlay) {
            IsPlay = true;
            GameTime = RunGame(Speed);
        }
    }
}


function RunGame(speed) {
    var updateTimer=setInterval(function () {
        game.CanMove();
        if(game.gameOver){
            game.ShowOver();
            clearInterval(updateTimer);
            return;
        }
        game.ClearScreen();
        game.DrawObs();
        game.CheckTouch();
        game.CountScore();
        game.ShowScore();
    },speed);
    var obsTimer=setInterval(function () {
        if (game.gameOver){
            clearInterval(obsTimer);
            return;
        }
        game.CreatObs();
    },game.obsInterval);
}
易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!