2D游戏开发——sy5.CreateJS

六月ゝ 毕业季﹏ 提交于 2020-04-08 00:08:41

基于CreateJS的游戏制作


CreateJS为CreateJS库,是一款为HTML5游戏开发的引擎。包含以下四个部分:
EASELJS:提供了一套完整的,层次化的显示列表的互动方式 来更简单的处理HTML5画布。
TWEENJS:主要用来调整和动画HTML5和Javascript属性。提供了简单并且强大的tweening接口。
SOUNDJS:提供了简单而强大的API来处理音频。通过插件来执行实际的音频实现,无需学习平台相关的知识,简单直接的处理声音。
PRELOADJS:是一个用来管理和协调相关资源加载的类库,它可以方便的帮助你预先加载相关资源,例如:图片、文件、音频、数据等等。


本次实验为验证性作业,代码为老师所给。
开发工具:Adobe Dreamweaver CC 2019
开发框架:CreateJS

围住神经猫

游戏介绍:围住中间那只“猫”,使其不逃出地图。游戏开始会有几堵墙,玩家需要造新的墙困住猫。代码如下:
cat.html

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>围住神经猫</title>
<script src="Js/easeljs.min.js"></script>
<script src="Js/Circle.js"></script>
</head>
<body>
<canvas width="800px" height="800px" id="gameView"></canvas>
<script src="Js/app.js"></script>
</body>
</html>

circle.js

// JavaScript Document
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

// JavaScript Document
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
//猫移动的六个方向的参数
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] = 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.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;
    }
    //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");//添加猫跳跃判断
        return;
    }
    var dir = getMoveDir(currentCat);
    switch (dir){//判断猫移动的方向总共有6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;
        //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();

执行结果:

看你有多色

游戏介绍:找出所有方格中颜色不一样的的,主要是考眼力和注意力,难度随关卡逐渐增加。代码如下
sex.html

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,user-scalabe=no">
<script src="Js/easeljs.min.js"></script>
<script src="Js/Rect.js"></script>
<link rel="stylesheet" type="text/css" href="Css/style.css">
<title>看你有多色</title>
</head>

<body>
<div class="main">
	<canvas id="gameView"></canvas>
</div>
<script src="Js/apps.js"></script>
</body>
</html>

rect.js

// JavaScript Document
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();

apps.js

// JavaScript Document
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(){
	//判断方格为最大七个时(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(){
	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

执行结果:

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