1.围住神经猫游戏
代码:
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>
js:
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;
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();
运行截图:
2.找颜色小游戏
代码:
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();
运行截图:
来源:oschina
链接:https://my.oschina.net/u/4460136/blog/4318224