一.“围住神经猫” 新建JS:app.js, js代码 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; //6个方向的参数 function getMoveDir(cat){ //分别判断它能走的位置 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; }
//游戏结束判断:猫是否被围住
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){
//看是否还存在可走的路
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(){ //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;
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);
}
//添加事件
c.addEventListener("click",circleClicked);
}
}
} addCircles(); 2.新建JS:circle.js,编写画布的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; 3.新建HTML文件,然后导入JS和画布
<!DOCTYPE html>
<html> <head> <meta charset="UTF-8"> <title></title> <script src="easeljs.min.js"></script> <script src="Circle.js"></script> </head> <body> <canvas id="gameView" width="800px" height="800px"></canvas> <script src="app.js" type="text/javascript" charset="utf-8"></script> </body> </html> 运行截图 ![](https://oscimg.oschina.net/oscnet/up-1b2b9b10b26d97e24d02fd9fa95c32b8e40.png)
二、寻找不同颜色 1.创建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.创建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); var n=2; function addRect(){ var cl = parseInt(Math.random()*1000000); var color="#"+cl; var x= parseInt(Math.random()*n); var y= parseInt(Math.random()*n);
for(var indexX = 0;indexX<n;indexX ++){
for (var indexY=0;indexY<n;indexY++){
var r = new Rect(n,color);//var r = new Rect(n,color,RectColor);
gameView.addChild(r);
r.x = indexX;
r.y = indexY;
if(r.y == y&&r.x == x){
r.setRectType(2);
}
r.x = indexX*(400/n);
r.y = indexY*(400/n);
if(r.getRectType()==2){
r.addEventListener("click",function(){
if(n<7){
++n;
}
gameView.removeAllChildren();//移除所有图形
addRect();//重新创建
})
}
}
}
} addRect(); 3.创建rect.js
function Rect(n,color){
createjs.Shape.call(this);
this.setRectType = function (type){
this._RectType = type;
switch(type){
case 1:
this.setColor(color);
break;
case 2:
this.setColor("#ff0000");
break;
}
}
this.setColor = function(colorString){
this.graphics.beginFill(colorString);
this.graphics.drawRect(0,0,400/n-5,400/n-5);
this.graphics.endFill();
}
//设置类型
this.getRectType = function(){
return this._RectType;
}
this.setRectType(1);
}
//初始化
Rect.prototype = new createjs.Shape();
运行截图
来源:oschina
链接:https://my.oschina.net/u/4464497/blog/4318521