CreateJS 作业

不问归期 提交于 2020-04-06 02:37:49

1.围住神经猫游戏

简介:

将图中的猫围住(蓝色圆),不让它从旁边跑掉,游戏开始会几个随机分布的格子(橙色),用它围住猫。

HTML代码

<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title>game1</title>
        <script src="js/easeljs.min.js"></script>
        <script src="js/Circle.js"></script>
    </head>
    <body>
        <canvas id="gameView" width="800px" height="800px"></canvas>
        <script src="js/app.js" type="text/javascript" charset="utf-8"></script>
    </body>
</html>

Circle.js代码

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;

app.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;
//定义7种状态 表示 移动位置
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;
function getMoveDir(cat){
    //分别判断能走的位置
    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;
    }
    //表示碰到边缘 游戏结束
    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){
        //判断他要走那一个方向
        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;
        //没有方向走 游戏结束
        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;
            //因为Y轴是 一前一后 所有判断一下 Y%2
            c.x = indexY%2?indexX*55+25:indexX*55;
            c.y = indexY * 55;
            if(indexX == 4 && indexY == 4){

                //中间出现一只猫
                c.setCircleType(3);
                currentCat = c;
            }else if(Math.random() <0.1){
                //让页面上随机出现 不能走的方框 方便围这只猫
                c.setCircleType(Circle.TYPE_SELECTED);
            }
            //添加事件
            c.addEventListener("click",circleClicked);
        }
    }
}
addCircles();

截图

2.看你有多色游戏

简介:找出图中不同颜色的色块。

HTML代码

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>game2</title>
<script src="js/easeljs.min.js"></script>
<script src="js/Rect.js"></script>
<link rel="stylesheet" type="text/css" href="style.css" />
    </head>
    <body>
        <canvas id ="gameView" width="400px" height="400px"></canvas>
        
        <script src="js/app.js"></script>
    </body>
</html>

Style.css代码

*{
	margin: 0px;
	padding: 0px;
	}
.main{
	width: 80%;
	margin: 0px,2px;
}
#gameView{
	width: 100%;
	margin: 20px auto;
}

Rect.js代码

function Rect(n,color){                    
	//function Rect(n,color,RectColor);n小方块横向或纵向个数,color当前默认颜色,RectColor点击颜色
    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);        //开始绘制
        this.graphics.drawRect(0,0,400/n-5,400/n-5);//左居左为0,上居上为0,右居左为宽400px/n-5(计算列数,-5是为了设置列间距),下居上为400/n-5(正好为正方形)
        this.graphics.endFill();                    //结束绘制
    }
    //设置类型
    this.getRectType = function(){
        return this._RectType;
    }
    this.setRectType(1);
}
//初始化
Rect.prototype = new createjs.Shape();

app.js代码

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();

截图

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