2D游戏开发:CreatJS简单效果案例

情到浓时终转凉″ 提交于 2020-04-06 02:41:02

案例一:围住神经猫小游戏

index.html

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>围住神经猫</title>
    <script src="easeljs.min.js"></script>
    <script src="Circle.js"></script>
</head>
<body>
<canvas width="800px" height="800px" id="gameView"></canvas>
<script src="app.js"></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;//保存这只猫
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;
//猫移动的6个方向


function getMoveDir(cat){ //分六个方向判断猫可移动的方向

    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] = cat.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;
    x = cat.indexX,y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType()==Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_UP_RIGHT] = cat.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;
    }

    //right 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.indexY;
            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 ;
    }
    if(currentCat.indexX == 0 || currentCat.indexX == 8 || currentCat.indexY == 0 || currentCat.indexY == 8){
        alert("游戏结束");//添加猫跳跃判断
        return;
    }

    var dir = getMoveDir(currentCat);
    switch (dir){//判定猫移动的方向总共有六个,当此方向的圆形未使用时设置该方向为猫跳跃的方向,二原来猫的位置改为未使用
        //状态,当所有方向都走不通时,弹出对话框,游戏结束
        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;
        default :
            alert("游戏结束");
    }

}
function addCircles(){
    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;
            c.x = indexY%2?indexX*55 + 25 : indexX*55;
            c.y = indexY * 55;


            if(indexX == 4 && indexY==4){
                c.setCircleType(3);//将猫赋值给当前点击的对象
                currentCat = c;
            }else if(Math.random()<0.1){
                c.setCircleType(Circle.TYPE_SELECTED);
            }
            c.addEventListener("click",circleClicked);
        }
    }
}
addCircles();

Circle.js

function Circle() {
    createjs.Shape.call(this);
    this.setCircleType = function (type) {
         this._circleType = type;
         switch (type) {
             case Circle.TYPE_UNSELECTED:
                 this.setColor("#cccccc");
                 break;
             case Circle.TYPE_SELECTED:
                 this.setColor("#ff6600");
                 break;
             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();
Circle.TYPE_UNSELECTED = 1;
Circle.TYPE_SELECTED = 2;
Circle.TYPE_CAT = 3;

游戏截图:

案例二:找颜色小游戏

index.html

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width,user-scalable=no">
    <script src="easeljs.min.js"></script>
    <script src="Rect.js"></script>
    <link rel="stylesheet" type="text/css" href="style.css">
    <title>Title</title>
</head>
<body>
    <div class="main">
        <canvas id="gameView"></canvas>
    </div>
    <script src="app.js"></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();
stage.addChild(gameView);

function startGame() { //函数入口
    getCanvasSize();
    n = 2;
    addRect();
}

function addRect() { //添加方格
    var c1 = parseInt(Math.random() * 1000000); //设定放个颜色为一个随机值
    var color = ("#"+c1);
    var x = parseInt(Math.random() * n);
    var y = parseInt(Math.random() * n);
    for (var indexX = 0;indexX < n; indexX++){ //绘制每个方格
        for (var indexY = 0; indexY < n; indexY++){
            var c2 = parseInt((c1-10*(n-indexY)>0)?(c1-10*(n-indexY)):(c1+10*indexY));
            var Rectcolor = ("#" + c2);
            var c3 = parseInt((c2-10*(n-indexY)>0)?(c2-10*(n-indexY)):(c2+10*indexY));
            var Rectcolor = ("#" + c3);
            var r = new Rect(n,color,Rectcolor);
            gameView.addChild(r);
            r.x = indexX;
            r.y = indexY;
            if(r.x == x && r.y == y){
                r.setRectType(2);
            }
            r.x = indexX * (getSize() / n);
            r.y = indexY * (getSize() / n);
            if (r.getRectType() == 2){
                r.addEventListener("click",clickRect)
            }
        }
    }
}

function clickRect() { //判断方格为最大7个时(如果不是继续添加),清除所有子元素,重新调用addRect()绘制方格
    if (n < 7){
        ++n;
    }
    gameView.removeAllChildren();
    addRect();

}
function getCanvasSize() {//获取canvas大小
    var gView = document.getElementById("gameView");
    gView.height = window.innerHeight - 4;
    gView.width = window.innerWidth - 4;
}
function getSize() {
    if (window.innerHeight >= window.innerWidth){
        return window.innerWidth;
    }  else {
        return window.innerHeight;
    }
}
startGame();//函数入口

Rect.js

function Rect(n, color, Rectcolor) {
    createjs.Shape.call(this);
    this.setRectType = function (type) {
        this._RectType = type;
        switch (type) {
            case 1:
                this.setColor(color);
                break;
            case 2:
                this.setColor(Rectcolor);
                break;
        }
    }
    this.setColor = function (colorString) {
        this.graphics.beginFill(colorString);
        this.graphics.drawRect(0,0,getSize()/n-2,getSize()/n-2);
        this.graphics.endFill();
    }
    this.getRectType = function () {
        return this._RectType;
    }
    this.setRectType(1);
}
Rect.prototype = new createjs.Shape();

游戏截图:

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