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用HTML5制作一个简单的桌球游戏的教程

程序员文章站 2023-12-02 18:40:52
这篇文章主要介绍了用HTML5制作一个简单的桌球游戏的教程,主要利用到了HTML5的Canvas API,需要的朋友可以参考下... 15-05-12...

话说这只是一个简单的demo。游戏性,游戏规则什么的我都没怎么考虑,如果有兴趣细化的朋友可以细化一下,比如细化一下规则,游戏开关,加个声音,细化一下进球检测,更严谨甚至可以去查下击球力度、桌面真实摩擦力等来把游戏弄的更像游戏。我只是给个编程思路哈,随便坐个demo而已,玩起来估计还是不会很爽快的~~
用HTML5制作一个简单的桌球游戏的教程

桌球游戏
 整个桌球游戏就两个类,一个是球,一个是辅助瞄准线。如果想把改游戏弄的更复杂,还可以再抽象一个形状类,用于检测球与边角的碰撞以及进球。我做的这个游戏采取了最简单的墙壁碰撞检测,所以没有进行球与不规则形状的碰撞检测,如果想玩更复杂的碰撞,可以戳 岑安大大讲的还是很好的。好,接下来就一步一步来:

  【球】

  先贴代码:
[/code]var ball = function(x , y , ismine){
            this.x = x;
            this.y = y;
            this.ismine = ismine;
            this.oldx = x;
            this.oldy = y;
            this.vx = 0;
            this.vy = 0;
            this.radius = ballradius;
            this.inhole = false;this.moving = true;
        }
        ball.prototype = {
            constructor:ball,
            _paint:function(){
                var b = this.ismine?document.getelementbyid("wb") : document.getelementbyid("yb")
                if(b.complete) {
                    ctx.drawimage(b , this.x-this.radius , this.y-this.radius , 2*this.radius , 2*this.radius);
                }
                else {
                    b.onload = function(){
                        ctx.drawimage(b , this.x-this.radius , this.y-this.radius , 2*this.radius , 2*this.radius);
                    }
                }
            },
            _run:function(t){
                this.oldx = this.x;
                this.oldy = this.y;

                this.vx = math.abs(this.vx)<0.1? 0 : (this.vx>0? this.vx-mcl*t : this.vx+mcl*t);
                 this.vy = math.abs(this.vy)<0.1? 0 : (this.vy>0? this.vy-mcl*t : this.vy+mcl*t);
                // this.vx += this.vx>0? -mcl*t : mcl*t;
                // this.vy += this.vy>0? -mcl*t : mcl*t;

                 this.x += t * this.vx * pxpm;
                 this.y += t * this.vy * pxpm;

                 if((this.x<50 && this.y<50) || (this.x>370 && this.x<430 && this.y<50) || (this.x > 758 && this.y<50) || (this.x<46 && this.y>490) || (this.x>377 && this.x<420 && this.y>490) || (this.x > 758 && this.y>490)){
                     this.inhole = true;
                     if(this.ismine){
                         var that = this;
                         settimeout(function(){
                             that.x = 202;
                             that.y = canvas.height/2;
                             that.vx = 0;
                             that.vy = 0;
                             that.inhole = false;
                         } , 500)
                     }
                     else {
                         document.getelementbyid("shotnum").innerhtml = parseint(document.getelementbyid("shotnum").innerhtml)+1
                     }
                 }
                 else {
                     if(this.y > canvas.height - (ballradius+tbw) || this.y < (ballradius+tbw)){
                         this.y = this.y < (ballradius+tbw) ? (ballradius+tbw) : (canvas.height - (ballradius+tbw));
                         this.derectiony = !this.derectiony;
                         this.vy = -this.vy*0.6;
                     }
                     if(this.x > canvas.width - (ballradius+tbw) || this.x < (ballradius+tbw)){
                         this.x = this.x < (ballradius+tbw) ? (ballradius+tbw) : (canvas.width - (ballradius+tbw));
                         this.derectionx = !this.derectionx;
                         this.vx = -this.vx*0.6;
                     }
                 }
                 this._paint();

                 if(math.abs(this.vx)<0.1 && math.abs(this.vy)<0.1){
                     this.moving = false;
                 }
                 else {
                     this.moving = true;
                 }
            }
        }[/code]
 球类的属性:x,y球的位置,vx,vy球的水平速度以及求得垂直速度,ismine代表是白球还是其他球(不同球在_paint方法中绘制的图片不一样),oldx,oldy用于保存球的上一帧位置,不过暂时还没用上,应该有用吧。_paint方法没什么好说的,_run方法就是跟踪小球位置,根据小球每一帧的时间来算出小球的位移增量以及速度增量,mcl和pxpm都是常量,mcl是摩擦力,pxpm是大概算个像素和现实转换比例。。。。然后就是碰撞检测,这个很容易理解了,就计算小球的位置有没有超过边界,超过了就反弹。不过这种碰撞检测很不严谨,如果真要做游戏建议用更复杂一些的。还有就是根据小球的速度来让小球静止。
 

复制代码
代码如下:
var dotline = function(x0,y0,x1,y1){
this.x0 = this.x0;
this.y0 = this.y0;
this.x1 = this.x1;
this.y1 = this.y1;
this.dotlength = 3;
this.display = false;
}
dotline.prototype = {
constructor:dotline,
_ready:function(){
this.length = math.sqrt(math.pow(this.y1 - this.y0 , 2)+math.pow(this.x1 - this.x0 , 2));
this.dotnum = math.ceil(this.length/this.dotlength);
},
_paint:function(){
this._ready();
xadd = this.dotlength*(this.x1 - this.x0)/this.length;
yadd = this.dotlength*(this.y1 - this.y0)/this.length;
ctx.save();
ctx.beginpath();
for(var i=1;i<=this.dotnum;i++){
if(i%2!==0){
ctx.moveto(this.x0+(i-1)*xadd , this.y0+(i-1)*yadd);
ctx.lineto(this.x0+i*xadd , this.y0+i*yadd);
}
}
ctx.strokestyle = "#fff";
ctx.stroke();
ctx.beginpath();
ctx.arc(this.x1 , this.y1 , ballradius-2 , 0 , 2*math.pi);
ctx.stroke();
ctx.restore();
}
}

 就是画虚线,这个比较简单了,获取鼠标的位置和白球位置,然后在两者之间隔一段距离画条线,然后就成虚线了。

 

  【多球碰撞检测】

复制代码
代码如下:
function collision(){
for(var i=0;i<balls.length;i++){
for(var j=0;j<balls.length;j++){
var b1 = balls[i],b2 = balls[j];
if(b1 !== b2 && !b1.inhole && !b2.inhole){
var rc = math.sqrt(math.pow(b1.x - b2.x , 2) + math.pow(b1.y - b2.y , 2));
if(math.ceil(rc) < (b1.radius + b2.radius)){
if(!b1.moving && !b2.moving) return;
//获取碰撞后的速度增量
var ax = ((b1.vx - b2.vx)*math.pow((b1.x - b2.x) , 2) + (b1.vy - b2.vy)*(b1.x - b2.x)*(b1.y - b2.y))/math.pow(rc , 2)
var ay = ((b1.vy - b2.vy)*math.pow((b1.y - b2.y) , 2) + (b1.vx - b2.vx)*(b1.x - b2.x)*(b1.y - b2.y))/math.pow(rc , 2)
                //将速度增量赋给碰撞小球
b1.vx = b1.vx-ax;
b1.vy = b1.vy-ay;
b2.vx = b2.vx+ax;
b2.vy = b2.vy+ay;
                //修正小球碰撞距离
var clength = ((b1.radius+b2.radius)-rc)/2;
var cx = clength * (b1.x-b2.x)/rc;
var cy = clength * (b1.y-b2.y)/rc;
b1.x = b1.x+cx;
b1.y = b1.y+cy;
b2.x = b2.x-cx;
b2.y = b2.y-cy;
}
}
}
}
}

 对所有小球进行遍历,计算两个小球的球心距离,如果小于两小球的半径和,则说明发生了碰撞。如果两个小球都是静止的,就不进行碰撞检测,否则进行计算碰撞后的速度增量,碰撞速度增量的求法可以直接看 ,里面讲的挺详细的,综合起来就得出了上面那一串式子了。

  将速度增量赋给碰撞小球。因为两个球碰撞那一帧,两个球是有部分重叠的,所以得进行位置修正,不然小球会一直处于碰撞然后就黏在一起了,位置修正的原理也简单,算出两球的球心距离,通过勾股定理计算出两球的重叠区域的宽度,然后把宽度除于2后赋给小球新的位置,新的位置就是两个球的半径刚好等于球心距。

 

  【鼠标动作】

复制代码
代码如下:
canvas.addeventlistener("mousedown" , function(){
if(balls[0].moving) return;</p> <p> document.queryselector(".shotpower").style.display = "block";
document.queryselector(".shotpower").style.top = balls[0].y-60 + "px";
document.queryselector(".shotpower").style.left = balls[0].x-40 +"px";
document.getelementbyid("pow").classname = "animate";
var x = event.clientx + document.body.scrollleft + document.documentelement.scrollleft - document.queryselector(".view").offsetleft;
var y = event.clienty + document.body.scrolltop + document.documentelement.scrolltop - document.queryselector(".view").offsettop;
dotline.display = true;
dotline.x0 = balls[0].x;
dotline.y0 = balls[0].y;
dotline.x1 = x;
dotline.y1 = y;</p> <p> window.addeventlistener("mouseup" , muhandle , false);
window.addeventlistener("mousemove" , mmhandle , false);</p> <p> function mmhandle(){
var x = event.clientx + document.body.scrollleft + document.documentelement.scrollleft - document.queryselector(".view").offsetleft;
var y = event.clienty + document.body.scrolltop + document.documentelement.scrolltop - document.queryselector(".view").offsettop;
dotline.x1 = x;
dotline.y1 = y;
}
function muhandle(){
var x = event.clientx + document.body.scrollleft + document.documentelement.scrollleft - document.queryselector(".view").offsetleft;
var y = event.clienty + document.body.scrolltop + document.documentelement.scrolltop - document.queryselector(".view").offsettop;</p> <p> var angle = math.atan((y - balls[0].y)/(x - balls[0].x));
var h = document.getelementbyid("pow").offsetheight/document.getelementbyid("powbar").offsetheight;
var v = 60*h;
document.getelementbyid("pow").style.height = h*100+"%"</p> <p> balls[0].vx = x - balls[0].x>0 ? v*math.abs(math.cos(angle)) : -v*math.abs(math.cos(angle));
balls[0].vy = y - balls[0].y>0 ? v*math.abs(math.sin(angle)) : -v*math.abs(math.sin(angle));</p> <p> document.getelementbyid("pow").classname = "";</p> <p> window.removeeventlistener("mouseup" , muhandle , false);
window.removeeventlistener("mousemove" , muhandle , false);
dotline.display = false;
document.queryselector(".shotpower").style.display = "none";
}
},false);

 鼠标动作也比较简单,有js基础的基本上都没问题,就是鼠标按下后计算鼠标位置,然后产生辅助虚线,鼠标移动后修改辅助虚线的终点位置。鼠标按下的时候旁边产生一个力量计,我就只用用animation做动画了,然后鼠标按键抬起时通过计算力量计的大小来确定白球的速度,然后再分解成水平速度以及垂直速度赋给白球。同时取消鼠标移动以及鼠标抬起的事件绑定,把辅助虚线以及力量计隐藏。

 

  【动画舞台】

     

复制代码
代码如下:
function animate(){
ctx.clearrect(0,0,canvas.width,canvas.height)
var t1 = new date();
var t = (t1 - t0)/1000;</p> <p> collision();
balls.foreach(function(){
if(!this.inhole) this._run(t);
});
if(dotline.display){
dotline.x0 = balls[0].x;
dotline.y0 = balls[0].y;
dotline._paint();
}</p> <p> t0 = t1;
if(!animatestop){
if("requestanimationframe" in window){
requestanimationframe(animate);
}
else if("webkitrequestanimationframe" in window){
webkitrequestanimationframe(animate);
}
else if("msrequestanimationframe" in window){
msrequestanimationframe(animate);
}
else if("mozrequestanimationframe" in window){
mozrequestanimationframe(animate);
}
else {
settimeout(animate , 16);
}
}
}

 这个就是游戏每一帧的逻辑处理现场,如果小球进洞了,就不再进行绘制,如果辅助虚线的display属性设成false,就不进行辅助虚线的绘制,还有就是计算每一帧的时间。 【常量与初始化】
 
复制代码
代码如下:

var canvas = document.getelementbyid("cas");
var ctx = canvas.getcontext('2d');
var mcl = 1 , collarg = 0.8 , ballradius = 15 , t0 = 0 , balls=[] , tbw = 32 , animatestop = true , powanimation = false;
var dotline;
pxpm = canvas.width/20;</p> <p> window.onload = function(){
var myball = new ball(202 , canvas.height/2 , true);
balls.push(myball);
for(var i=0;i<6;i++){
for(var j=0;j<i;j++){
var other = new ball(520+i*(ballradius-2)*2 , (canvas.height-i*2*ballradius)/2+ballradius+2*ballradius*j , false);
balls.push(other);
}
}
t0 = new date();
dotline = new dotline(0,0,0,0);</p> <p> animatestop = false;
animate();
}

 实例化所有小球,把小球全部按照规律摆好,然后获取当前时间,实例化辅助虚线,动画开始。

源码地址:https://github.com/whxaxes/canvas-test/tree/gh-pages/src/game-demo/snooker