2D游戏制作:第五周作业

只愿长相守 提交于 2020-04-06 18:01:28

一,寻找不同颜色

1.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>

 

2.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() { 

    if (n < 7){         ++n;     }     gameView.removeAllChildren();     addRect(); } function getCanvasSize() { 

    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();

 

3.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();
4.截图

 

 

  • 围住猫
  1. 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>
 
  1. 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; 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){ //判断猫移动的方向     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){         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);                 currentCat = c;             }else if(Math.random()<0.1){                 c.setCircleType(Circle.TYPE_SELECTED);             }             c.addEventListener("click",circleClicked);         }     } }

 

addCircles();
 
  1. 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;
 
  1. 截图

 

 

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