游戏开发经典样例 | web html5 吃豆人游戏
Posted 李泰山
tags:
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很早就知道canvas,当时一直没应用到,最近闲来无事就顺便写写看。吃豆游戏可以说是我们80,90后共同的回忆录,小时候常常在学习机上玩,所以也就有了强烈的欲望去写。为了写这个游戏,看了很多吃豆人游戏的相关信息,包括游戏规则,历史,其它相关游戏设计。又去了各个小游戏平台玩了下,找些灵感!!!就连最简单的配色,也是反复斟酌几个小时确定的方案……哈哈,不容易啊代码分两部分,游戏引擎和游戏主程序,引擎用来类的定义,管理动画场景,事件定义等等……游戏主程序主要组织业务逻辑。算面向对象编程吧,纯手工打造是男人就吃光所有豆子!!!
项目结构
因需要四个文件即可实现,index.html 游戏主页,index.js 主页控制,game.js 游戏控制,favicon.png 图标。代码简单,易懂。后续小伙伴们还可以自己加入音乐!可以部署到服务器上,也可用浏览器直接打开index.html玩耍!!!
index.html代码
<html>
<head>
<meta charset="utf8">
<title>Pac-Man . 吃豆游戏</title>
<link rel="shortcut icon" href="favicon.png">
<style>
bodybackground-color: #292929
*padding:0;margin:0;
.wrapper
width: 960px;
margin:0 auto;
line-height:36px;
text-align:center;
color:#999;
canvasdisplay:block;background: #000;
.mod-botton
height: 32px;
padding: 15px 0;
text-align: center;
</style>
</head>
<body>
<div class="wrapper">
<canvas id="canvas" width="960" height="640">不支持画布</canvas>
<p>按[空格]暂停或继续</p>
</div>
<script src="game.js"></script>
<script src="index.js"></script>
</body>
</html>
index.js 代码
//主程序,业务逻辑
(function()
var _DATA = [ //地图数据
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1],
[1,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,1],
[1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,1,1,2,2,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,2,2,2,2,2,2,1,0,1,1,0,1,1,1,1,1,1],
[0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,0,1,1,0,1,2,2,2,2,2,2,1,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1],
[1,1,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,0,1,1,1],
[1,1,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,0,1,1,1],
[1,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,1],
[1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1],
[1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
],
_GOODS = //能量豆
'1,3':1,
'26,3':1,
'1,23':1,
'26,23':1
,
_COS = [1,0,-1,0],
_SIN = [0,1,0,-1],
_COLOR = ['#F00','#F93','#0CF','#F9C'],//红,橙,
_LIFE = 3,
_SCORE = 0; //得分
var game = new Game('canvas');
//启动页
(function()
var stage = game.createStage();
//logo
stage.createItem(
x:game.width/2,
y:game.height*.45,
width:100,
height:100,
frames:3,
draw:function(context)
var t = Math.abs(5-this.times%10);
context.fillStyle = '#FFE600';
context.beginPath();
context.arc(this.x,this.y,this.width/2,t*.04*Math.PI,(2-t*.04)*Math.PI,false);
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
context.fillStyle = '#000';
context.beginPath();
context.arc(this.x+5,this.y-27,7,0,2*Math.PI,false);
context.closePath();
context.fill();
);
//游戏名
stage.createItem(
x:game.width/2,
y:game.height*.6,
draw:function(context)
context.font = 'bold 42px Helvetica';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillStyle = '#FFF';
context.fillText('Pac-Man',this.x,this.y);
);
//版权信息
stage.createItem(
x:game.width-12,
y:game.height-5,
draw:function(context)
context.font = '14px Helvetica';
context.textAlign = 'right';
context.textBaseline = 'bottom';
context.fillStyle = '#AAA';
context.fillText('© passer-by.com',this.x,this.y);
);
//事件绑定
stage.bind('keydown',function(e)
switch(e.keyCode)
case 13:
case 32:
game.nextStage();
break;
);
)();
//游戏主程序
(function()
var stage,map,beans,player,times;
stage = game.createStage(
update:function()
var stage = this;
if(stage.status==1) //场景正常运行
items.forEach(function(item)
if(map&&!map.get(item.coord.x,item.coord.y)&&!map.get(player.coord.x,player.coord.y))
var dx = item.x-player.x;
var dy = item.y-player.y;
if(dx*dx+dy*dy<750&&item.status!=4) //物体检测
if(item.status==3)
item.status = 4;
_SCORE += 10;
else
stage.status = 3;
stage.timeout = 30;
);
if(JSON.stringify(beans.data).indexOf(0)<0) //当没有物品的时候,进入结束画面
game.nextStage();
else if(stage.status==3) //场景临时状态
if(!stage.timeout)
_LIFE--;
if(_LIFE)
stage.resetItems();
else
game.nextStage();
return false;
);
//绘制地图
map = stage.createMap(
x:60,
y:10,
data:_DATA,
cache:true,
draw:function(context)
context.lineWidth = 2;
for(var j=0; j<this.y_length; j++)
for(var i=0; i<this.x_length; i++)
var value = this.get(i,j);
if(value)
var code = [0,0,0,0];
if(this.get(i+1,j)&&!(this.get(i+1,j-1)&&this.get(i+1,j+1)&&this.get(i,j-1)&&this.get(i,j+1)))
code[0]=1;
if(this.get(i,j+1)&&!(this.get(i-1,j+1)&&this.get(i+1,j+1)&&this.get(i-1,j)&&this.get(i+1,j)))
code[1]=1;
if(this.get(i-1,j)&&!(this.get(i-1,j-1)&&this.get(i-1,j+1)&&this.get(i,j-1)&&this.get(i,j+1)))
code[2]=1;
if(this.get(i,j-1)&&!(this.get(i-1,j-1)&&this.get(i+1,j-1)&&this.get(i-1,j)&&this.get(i+1,j)))
code[3]=1;
if(code.indexOf(1)>-1)
context.strokeStyle=value==2?"#FFF":"#09C";
var pos = this.coord2position(i,j);
switch(code.join(''))
case '1100':
context.beginPath();
context.arc(pos.x+this.size/2,pos.y+this.size/2,this.size/2,Math.PI,1.5*Math.PI,false);
context.stroke();
context.closePath();
break;
case '0110':
context.beginPath();
context.arc(pos.x-this.size/2,pos.y+this.size/2,this.size/2,1.5*Math.PI,2*Math.PI,false);
context.stroke();
context.closePath();
break;
case '0011':
context.beginPath();
context.arc(pos.x-this.size/2,pos.y-this.size/2,this.size/2,0,.5*Math.PI,false);
context.stroke();
context.closePath();
break;
case '1001':
context.beginPath();
context.arc(pos.x+this.size/2,pos.y-this.size/2,this.size/2,.5*Math.PI,1*Math.PI,false);
context.stroke();
context.closePath();
break;
default:
var dist = this.size/2;
code.forEach(function(v,index)
if(v)
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x-_COS[index]*dist,pos.y-_SIN[index]*dist);
context.stroke();
context.closePath();
);
);
//物品地图
beans = stage.createMap(
x:60,
y:10,
data:_DATA,
frames:8,
draw:function(context)
for(var j=0; j<this.y_length; j++)
for(var i=0; i<this.x_length; i++)
if(!this.get(i,j))
var pos = this.coord2position(i,j);
context.fillStyle = "#F5F5DC";
if(_GOODS[i+','+j])
context.beginPath();
context.arc(pos.x,pos.y,3+this.times%2,0,2*Math.PI,true);
context.fill();
context.closePath();
else
context.fillRect(pos.x-2,pos.y-2,4,4);
);
//得分
stage.createItem(
x:690,
y:100,
draw:function(context)
context.font = 'bold 28px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'bottom';
context.fillStyle = '#C33';
context.fillText('SCORE',this.x,this.y);
context.font = '28px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'top';
context.fillStyle = '#FFF';
context.fillText(_SCORE,this.x+12,this.y);
);
//状态文字
stage.createItem(
x:690,
y:320,
frames:25,
draw:function(context)
if(stage.status==2&&this.times%2)
context.font = '24px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'center';
context.fillStyle = '#09F';
context.fillText('PAUSE',this.x,this.y);
);
//生命值
stage.createItem(
x:705,
y:540,
width:30,
height:30,
draw:function(context)
for(var i=0;i<_LIFE-1;i++)
var x=this.x+40*i,y=this.y;
context.fillStyle = '#FFE600';
context.beginPath();
context.arc(x,y,this.width/2,.15*Math.PI,-.15*Math.PI,false);
context.lineTo(x,y);
context.closePath();
context.fill();
);
//NPC
for(var i=0;i<4;i++)
stage.createItem(
width:30,
height:30,
orientation:3,
color:_COLOR[i],
location:map,
coord:x:12+i,y:14,
vector:x:12+i,y:14,
type:2,
frames:10,
speed:1,
timeout:Math.floor(Math.random()*120),
update:function()
var new_map;
if(this.status==3&&!this.timeout)
this.status = 1;
if(!this.coord.offset) //到达坐标中心时计算
if(this.status==1)
if(!this.timeout) //定时器
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
var id = this._id;
items.forEach(function(item)
if(item._id!=id&&item.status==1) //NPC将其它所有还处于正常状态的NPC当成一堵墙
new_map[item.coord.y][item.coord.x]=1;
);
this.path = map.finder(
map:new_map,
start:this.coord,
end:player.coord
);
if(this.path.length)
this.vector = this.path[0];
else if(this.status==3)
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
var id = this._id;
items.forEach(function(item)
if(item._id!=id)
new_map[item.coord.y][item.coord.x]=1;
);
this.path = map.finder(
map:new_map,
start:player.coord,
end:this.coord,
type:'next'
);
if(this.path.length)
this.vector = this.path[Math.floor(Math.random()*this.path.length)];
else if(this.status==4)
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
this.path = map.finder(
map:new_map,
start:this.coord,
end:this._params.coord
);
if(this.path.length)
this.vector = this.path[0];
else
this.status = 1;
//是否转变方向
if(this.vector.change)
this.coord.x = this.vector.x;
this.coord.y = this.vector.y;
var pos = map.coord2position(this.coord.x,this.coord.y);
this.x = pos.x;
this.y = pos.y;
//方向判定
if(this.vector.x>this.coord.x)
this.orientation = 0;
else if(this.vector.x<this.coord.x)
this.orientation = 2;
else if(this.vector.y>this.coord.y)
this.orientation = 1;
else if(this.vector.y<this.coord.y)
this.orientation = 3;
this.x += this.speed*_COS[this.orientation];
this.y += this.speed*_SIN[this.orientation];
,
draw:function(context)
var isSick = false;
if(this.status==3)
isSick = this.timeout>80||this.times%2?true:false;
if(this.status!=4)
context.fillStyle = isSick?'#BABABA':this.color;
context.beginPath();
context.arc(this.x,this.y,this.width*.5,0,Math.PI,true);
switch(this.times%2)
case 0:
context.lineTo(this.x-this.width*.5,this.y+this.height*.4);
context.quadraticCurveTo(this.x-this.width*.4,this.y+this.height*.5,this.x-this.width*.2,this.y+this.height*.3);
context.quadraticCurveTo(this.x,this.y+this.height*.5,this.x+this.width*.2,this.y+this.height*.3);
context.quadraticCurveTo(this.x+this.width*.4,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.4);
break;
case 1:
context.lineTo(this.x-this.width*.5,this.y+this.height*.3);
context.quadraticCurveTo(this.x-this.width*.25,this.y+this.height*.5,this.x,this.y+this.height*.3);
context.quadraticCurveTo(this.x+this.width*.25,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.3);
break;
context.fill();
context.closePath();
context.fillStyle = '#FFF';
if(isSick)
context.beginPath();
context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.08,0,2*Math.PI,false);
context.arc(this.x+this.width*.15,this.y-this.height*.21,this.width*.08,0,2*Math.PI,false);
context.fill();
context.closePath();
else
context.beginPath();
context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
context.arc(this.x+this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
context.fill();
context.closePath();
context.fillStyle = '#000';
context.beginPath();
context.arc(this.x-this.width*(.15-.04*_COS[this.orientation]),this.y-this.height*(.21-.04*_SIN[this.orientation]),this.width*.07,0,2*Math.PI,false);
context.arc(this.x+this.width*(.15+.04*_COS[this.orientation]),this.y-this.height*(.21-.04*_SIN[this.orientation]),this.width*.07,0,2*Math.PI,false);
context.fill();
context.closePath();
);
items = stage.getItemsByType(2);
//主角
player = stage.createItem(
width:30,
height:30,
type:1,
location:map,
coord:x:13.5,y:23,
orientation:2,
speed:2,
frames:10,
update:function()
var coord = this.coord;
if(!coord.offset)
if(this.control.orientation!='undefined')
if(!map.get(coord.x+_COS[this.control.orientation],coord.y+_SIN[this.control.orientation]))
this.orientation = this.control.orientation;
this.control = ;
var value = map.get(coord.x+_COS[this.orientation],coord.y+_SIN[this.orientation]);
if(value==0)
this.x += this.speed*_COS[this.orientation];
this.y += this.speed*_SIN[this.orientation];
else if(value<0)
this.x -= map.size*(map.x_length-1)*_COS[this.orientation];
this.y -= map.size*(map.y_length-1)*_SIN[this.orientation];
else
if(!beans.get(this.coord.x,this.coord.y)) //吃豆
_SCORE++;
beans.set(this.coord.x,this.coord.y,1);
if(_GOODS[this.coord.x+','+this.coord.y]) //吃到能量豆
items.forEach(function(item)
if(item.status==1||item.status==3) //如果NPC为正常状态,则置为临时状态
item.timeout = 450;
item.status = 3;
);
this.x += this.speed*_COS[this.orientation];
this.y += this.speed*_SIN[this.orientation];
,
draw:function(context)
context.fillStyle = '#FFE600';
context.beginPath();
if(stage.status!=3) //玩家正常状态
if(this.times%2)
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.20)*Math.PI,(.5*this.orientation-.20)*Math.PI,false);
else
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.01)*Math.PI,(.5*this.orientation-.01)*Math.PI,false);
else //玩家被吃
if(stage.timeout)
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+1-.02*stage.timeout)*Math.PI,(.5*this.orientation-1+.02*stage.timeout)*Math.PI,false);
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
);
//事件绑定
stage.bind('keydown',function(e)
switch(e.keyCode)
case 13: //回车
case 32: //空格
this.status = this.status==2?1:2;
break;
case 39: //右
player.control = orientation:0;
break;
case 40: //下
player.control = orientation:1;
break;
case 37: //左
player.control = orientation:2;
break;
case 38: //上
player.control = orientation:3;
break;
);
)();
//结束画面
(function()
var stage = game.createStage();
//游戏结束
stage.createItem(
x:game.width/2,
y:game.height*.35,
draw:function(context)
context.fillStyle = '#FFF';
context.font = 'bold 48px Helvetica';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillText('GAME OVER',this.x,this.y);
);
//记分
stage.createItem(
x:game.width/2,
y:game.height*.5,
draw:function(context)
context.fillStyle = '#FFF';
context.font = '20px Helvetica';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillText('FINAL SCORE: '+(_SCORE+50*Math.max(_LIFE-1,0)),this.x,this.y);
);
//事件绑定
stage.bind('keydown',function(e)
switch(e.keyCode)
case 13: //回车
case 32: //空格
_SCORE = 0;
_LIFE = 3;
var st = game.setStage(1);
st.reset();
break;
);
)();
game.init();
)();
游戏截图
操作说明 ,按键盘上下左右键移动 ,按键盘空格键暂停!
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