围住神经猫游戏

浪子不回头ぞ 提交于 2020-04-06 06:55:56

运行结果:

index.htm:

<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;```
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