html加javascript和canvas制作
复制可用
<!doctype html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="Generator" content="EditPlus®"> <meta name="Author" content=""> <meta name="Keywords" content=""> <meta name="Description" content=""> <style type="text/css"> .background { background: rgb(52, 166, 251); table-layout: fixed; border-spacing: 0; } .background td { padding: 0; } .lava { background: rgb(255, 100, 100); } .wall { background: white; } .actor { position: absolute; } .coin { background: rgb(241, 229, 89); } .player { background: rgb(64, 64, 64); } .lost .player { background: rgb(160, 64, 64); } .won .player { box-shadow: -4px -7px 8px white, 4px -7px 8px white; } .game { overflow: hidden; max- 600px; max-height: 450px; position: relative; } </style> <title>Document</title> </head> <body> <div id='status'>Lives: <span id="lives"></span></div> <script src="https://code.jquery.com/jquery-3.2.1.min.js"></script> <div id="jsi-particle-container" class="container"></div> <script type="text/javascript"> /* Based on Dark Blue by Thomas Palef. Plans are submitted as an array of strings that forms a grid. @ = Player start position o = Coins x = Solid surfaces ! = Non-moving lava = = Vertical moving lava v = Dripping lava | = Horizontal moving lava */ var simpleLevelPlan = [ " ", " ", " x = x ", " x o o x ", " x @ xxxxx x ", " xxxxx x ", " x!!!!!!!!!!!!x ", " xxxxxxxxxxxxxx ", " " ]; var GAME_LEVELS = [ [" ", " ", " ", " ", " ", " ", " xxx ", " xx xx xx!xx ", " o o xx x!!!x ", " xx!xx ", " xxxxx xvx ", " xx ", " xx o o x ", " x o x ", " x xxxxx o x ", " x xxxx o x ", " x @ x x xxxxx x ", " xxxxxxxxxxxx xxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxx xxxxxxx xxxxxxxxx ", " x x x x ", " x!!!x x!!!!!x ", " x!!!x x!!!!!x ", " xxxxx xxxxxxx ", " ", " "], [" x!!x xxxxxxx x!x ", " x!!x xxxx xxxx x!x ", " x!!xxxxxxxxxx xx xx x!x ", " xx!!!!!!!!!!xx xx xx x!x ", " xxxxxxxxxx!!x x o o o x!x ", " xx!x x o o xx!x ", " x!x x xxxxxxxxxxxxxxx!!x ", " xvx x x x !!!!!!!!!!!!!!xx ", " xx | | | xx xxxxxxxxxxxxxxxxxxxxx ", " xx!!!!!!!!!!!xx v ", " xxxx!!!!!xxxx ", " x x xxxxxxx xxx xxx ", " x x x x x x ", " x x x x ", " x x xx x ", " xx x x x ", " x x o o x x x x ", " xxxxxxx xxx xxx x x x x x x ", " xx xx x x x x xxxxxx x x xxxxxxxxx x ", " xx xx x o x x xx x x x x ", " @ x x x x x x x x x x ", " xxx x x x x x x x xxxxx xxxxxx x ", " x x x x xx o xx x x x o x x x ", "!!!!x x!!!!!!x x!!!!!!xx xx!!!!!!!!xx x!!!!!!!!!! x = x x x ", "!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxx x!!!!!!!xx! xxxxxxxxxxxxx xx o o xx ", "!!!!x x!!!!!!x x!!!!!x o xx!!!!!!xx ! xx xx ", "!!!!x x!!!!!!x x!!!!!x xx!!!!!!xx ! xxxxxxx ", "!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxxxxxx!!!!!!xx ! ", "!!!!x x!!!!!!x x!!!!!!xxxxxxxxx!!!!!!!!!!!!!!!!!!xx ! ", "!!!!x x!!!!!!x x!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!xx ! "], [" ", " ", " ", " ", " ", " o ", " ", " x ", " x ", " x ", " x ", " xxx ", " x x !!! !!! xxx ", " x x !x! !x! ", " xxx xxx x x ", " x x x oooo x xxx ", " x x x x x!!!x ", " x x xxxxxxxxxxxx xxx ", " xx xx x x x ", " x xxxxxxxxx xxxxxxxx x x ", " x x x x!!!x ", " x x x xxx ", " xx xx x ", " x x= = = = x xxx ", " x x x x!!!x ", " x x = = = =x o xxx xxx ", " xx xx x x!!!x ", " o o x x x x xxv xxx ", " x x x x x!!!x ", " xxx xxx xxx xxx o o x!!!!!!!!!!!!!!x vx ", " x xxx x x xxx x x!!!!!!!!!!!!!!x ", " x x xxxxxxxxxxxxxxxxxxxxxxx ", " xx xx xxx ", " xxx x x x x!!!x xxx ", " x x x xxx x xxx x x ", " x x xxx xxxxxxx xxxxx x ", " x x x x x x ", " x xx x x x x x ", " x x |xxxx| |xxxx| xxx xxx x ", " x xxx o o x x xxx x ", " x xxxxx xx x xxx x!!!x x x ", " x oxxxo x xxx x x x xxx xxx x ", " x xxx xxxxxxxxxxxxx x oo x x oo x x oo xx xx xxx x ", " x @ x x x!!x x!!!!x x!!!!x xx xx x x ", " xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ", " ", " "], [" xxx x ", " x ", " xxxxx ", " x ", " x xxx ", " o x x x ", " o o oxxx x ", " xxx x ", " ! o ! xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxx ", " x x x x x x x x x x x x x x x ", " x= o x x xxx x xxx x xxx x xxx x xxx x xxx x xxxxx ", " x x x x x x x x x x x x x x x ", " ! o ! o xxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxxxx ", " ", " o xxx xx ", " ", " ", " xx ", " xxx xxx ", " ", " o x x ", " xx xx ", " xxx xxx xxx x x ", " ", " || ", " xxxxxxxxxxx ", " x x o xxxxxxxxx o xxxxxxxxx o xx x ", " x x x x x x x || x x ", " x @ xxxxx o xxxxx o xxxxx ", " xxxxxxx xxxxx xx xx xxx ", " x= = =x x xxx ", " xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x!!!!!!!!!!!!!!!!!!!!!xxx!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!", " xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx", " "] ]; // Assumes the plan is valid (add validation for production) function Level(plan) { this.width = plan[0].length; this.height = plan.length; // Array of arrays, each position containing null or a character this.grid = []; // Contains all of the dynamic objects (lava, coin or player), // along with their position and state this.actors = []; for (var y = 0; y < this.height; y++) { var line = plan[y], gridLine = []; for (var x = 0; x < this.width; x++) { var ch = line[x], fieldType = null; var Actor = actorChars[ch]; if (Actor) // This constructs the referenced moving object in // actorChars and pushes it to the actors array this.actors.push(new Actor(new Vector(x, y), ch)); else if (ch == 'x') // Wall fieldType = 'wall'; else if (ch == '!') // Stationary lava fieldType = 'lava'; gridLine.push(fieldType); } this.grid.push(gridLine); } // Find the Player actor this.player = this.actors.filter(function(actor) { return actor.type == 'player'; })[0]; // Track whether the player has won or lost; // finishDelay keeps the level active for a brief period of time this.status = this.finishDelay = null; } // Figure out if the level is finished Level.prototype.isFinished = function() { return this.status != null && this.finishDelay < 0; }; // Figure out the collision area of an actor Level.prototype.obstacleAt = function(pos, size) { var xStart = Math.floor(pos.x); var xEnd = Math.ceil(pos.x + size.x); var yStart = Math.floor(pos.y); var yEnd = Math.ceil(pos.y + size.y); // The upper and side bounds of the level return a wall if (xStart < 0 || xEnd > this.width || yStart < 0) return 'wall'; // The bottom bound returns lava if (yEnd > this.height) return 'lava'; // Check what's on the grid around the collision box for (var y = yStart; y < yEnd; y++) { for (var x = xStart; x < xEnd; x++) { var fieldType = this.grid[y][x]; // returns 'wall' or 'lava' if (fieldType) return fieldType; } } }; // Track what actors overlap a given actor Level.prototype.actorAt = function(actor) { for (var i = 0; i < this.actors.length; i++) { var other = this.actors[i]; if (other != actor && actor.pos.x + actor.size.x > other.pos.x && actor.pos.x < other.pos.x + other.size.x && actor.pos.y + actor.size.y > other.pos.y && actor.pos.y < other.pos.y + other.size.y) return other; } }; // Time increment for Level.animate() var maxStep = 0.05; // Animate the level // step will be given in seconds, keys is an object that // contains info about the arrow keys the player has pressed. Level.prototype.animate = function(step, keys) { // Used for the delay at the end of a game if (this.status != null) this.finishDelay -= step; while (step > 0) { var thisStep = Math.min(step, maxStep); this.actors.forEach(function(actor) { actor.act(thisStep, this, keys); }, this); step -= thisStep; } }; // Handle collisions between actors Level.prototype.playerTouched = function(type, actor) { // Lava's been touched if (type == 'lava' && this.status == null) { this.status = 'lost'; this.finishDelay = 1; } else if (type == 'coin') { // a coin's been touched // Remove the coin that's been collected from actors array this.actors = this.actors.filter(function(other) { return other != actor; }); // No more coins = you've won if (!this.actors.some(function(actor) { return actor.type == 'coin'; })) { this.status = 'won'; this.finishDelay = 1; } } } var actorChars = { '@': Player, 'o': Coin, '=': Lava, '|': Lava, 'v': Lava }; // Vector stores the position and size of an actor function Vector(x, y) { this.x = x; this.y = y; } Vector.prototype.plus = function(other) { return new Vector(this.x + other.x, this.y + other.y); } Vector.prototype.times = function(factor) { return new Vector(this.x * factor, this.y * factor); } // Player constructor function Player(pos) { // This properly aligns the bottom of the player // to the square below (adjusts for player height) this.pos = pos.plus(new Vector(0, -0.5)); this.size = new Vector(0.8, 1.5); this.speed = new Vector(0, 0); } Player.prototype.type = 'player'; // X and Y movement are handled independently because // a wall shouldn't stop the up and down motion of jumping // and a floor shouldn't stop side to side movement var playerXSpeed = 7; Player.prototype.moveX = function(step, level, keys) { this.speed.x = 0; if (keys.left) this.speed.x -= playerXSpeed; if (keys.right) this.speed.x += playerXSpeed; var motion = new Vector(this.speed.x * step, 0); var newPos = this.pos.plus(motion); var obstacle = level.obstacleAt(newPos, this.size); if (obstacle) level.playerTouched(obstacle); else this.pos = newPos; }; var gravity = 30; var jumpSpeed = 17; Player.prototype.moveY = function(step, level, keys) { this.speed.y += step * gravity; var motion = new Vector(0, this.speed.y * step); var newPos = this.pos.plus(motion); var obstacle = level.obstacleAt(newPos, this.size); if (obstacle) { level.playerTouched(obstacle); if (keys.up && this.speed.y > 0) this.speed.y = -jumpSpeed; else this.speed.y = 0; } else { this.pos = newPos; } }; Player.prototype.act = function(step, level, keys) { this.moveX(step, level, keys); this.moveY(step, level, keys); var otherActor = level.actorAt(this); if (otherActor) level.playerTouched(otherActor.type, otherActor); // Losing animation if (level.status == 'lost') { this.pos.y += step; this.size.y -=step; } }; // Lava constructor function Lava(pos, ch) { this.pos = pos; this.size = new Vector(1, 1); if (ch == "=") { // I'm guessing that speed will be added to this.pos // in a moving method added later this.speed = new Vector(2, 0); } else if (ch == '|') { this.speed = new Vector(0, 2); } else if (ch == 'v') { this.speed = new Vector(0, 3); this.repeatPos = pos; } } Lava.prototype.type = 'lava'; // Action Lava.prototype.act = function(step, level) { var newPos = this.pos.plus(this.speed.times(step)); if (!level.obstacleAt(newPos, this.size)) this.pos = newPos; else if (this.repeatPos) this.pos = this.repeatPos; else this.speed = this.speed.times(-1); }; // Coin constructor function Coin(pos) { this.basePos = this.pos = pos.plus(new Vector(0.2, 0.1)); this.size = new Vector(0.6, 0.6); this.wobble = Math.random() * Math.PI * 2; } Coin.prototype.type = 'coin'; var wobbleSpeed = 8, wobbleDist = 0.07; // Action Coin.prototype.act = function(step) { this.wobble += step * wobbleSpeed; var wobblePos = Math.sin(this.wobble) * wobbleDist; this.pos = this.basePos.plus(new Vector(0, wobblePos)); }; // Helper function that creates an element // and gives it a class function elt(name, className) { var elt = document.createElement(name); if (className) elt.className = className; return elt; } // Tracking keypresses for player movement var arrowCodes = {37: 'left', 38: 'up', 39: 'right'}; function trackKeys(codes) { var pressed = Object.create(null); function handler(event) { if (codes.hasOwnProperty(event.keyCode)) { var down = event.type == 'keydown'; pressed[codes[event.keyCode]] = down; event.preventDefault(); } } addEventListener('keydown', handler); addEventListener('keyup', handler); pressed.unregister = function() { removeEventListener('keydown', handler); removeEventListener('keyup', handler); }; return pressed; } // Run the animation function runAnimation(frameFunc) { var lastTime = null; function frame(time) { var stop = false; if (lastTime != null) { var timeStep = Math.min(time - lastTime, 100) / 1000; stop = frameFunc(timeStep) === false; } lastTime = time; if (!stop) requestAnimationFrame(frame); } requestAnimationFrame(frame); } // Run the level var arrows = trackKeys(arrowCodes); function runLevel(level, Display, andThen) { var display = new Display(document.body, level); // Used for storing pause state of the game var running = 'yes'; function handleKey(event) { if (event.keyCode == 27) { if (running == 'no') { running = 'yes'; runAnimation(animation); } else if (running == 'pausing') { running = 'yes'; } else if (running == 'yes') { running = 'pausing'; } } } addEventListener('keydown', handleKey); function animation(step) { if (running == 'pausing') { running = 'no'; return false; } level.animate(step, arrows); display.drawFrame(step); if (level.isFinished()) { display.clear(); // Remove the watch on the esc key //removeEventListener('keydown', handleKey); // Unregister the arrow key listeners //arrows.unregister(); if (andThen) andThen(level.status); return false; } } runAnimation(animation); } // Run the game function runGame(plans, Display) { var lives = 3; var livesSpan = document.getElementById('lives'); var gameStatus = document.getElementById('status'); function startLevel(n) { livesSpan.textContent = lives; runLevel(new Level(plans[n]), Display, function(status) { if (status == 'lost') { lives--; if (lives == 0) { gameStatus.textContent = 'Game Over'; console.log('Game over'); } else startLevel(n); } else if (n < plans.length - 1) startLevel(n + 1); else console.log('You win!'); }); } startLevel(0); } // DOMDisplay uses the DOM to draw the program out function DOMDisplay(parent, level) { this.wrap = parent.appendChild(elt('div', 'game')); this.level = level; // Background is drawn only once this.wrap.appendChild(this.drawBackground()); // The actorLayer is animated in the drawFrame() method this.actorLayer = null; this.drawFrame(); } // Set the scale of 1 grid unit var scale = 20; // Draw the background DOMDisplay.prototype.drawBackground = function() { var table = elt('table', 'background'); table.style.width = this.level.width * scale + 'px'; this.level.grid.forEach(function(row) { var rowElt = table.appendChild(elt('tr')); rowElt.style.height = scale + 'px'; row.forEach(function(type) { rowElt.appendChild(elt('td', type)); }); }); return table; }; // Draw the actors DOMDisplay.prototype.drawActors = function() { var wrap = elt('div'); this.level.actors.forEach(function(actor) { var rect = wrap.appendChild(elt('div', 'actor ' + actor.type)); rect.style.width = actor.size.x * scale + 'px'; rect.style.height = actor.size.y * scale + 'px'; rect.style.left = actor.pos.x * scale + 'px'; rect.style.top = actor.pos.y * scale + 'px'; }); return wrap; }; // Redraw the actors DOMDisplay.prototype.drawFrame = function() { if (this.actorLayer) this.wrap.removeChild(this.actorLayer); this.actorLayer = this.wrap.appendChild(this.drawActors()); // The status class is used to style the player based on // the state of the game (won or lost) this.wrap.className = 'game ' + (this.level.status || ''); this.scrollPlayerIntoView(); }; // Make sure the player's always on screen DOMDisplay.prototype.scrollPlayerIntoView = function() { var width = this.wrap.clientWidth; var height = this.wrap.clientHeight; var margin = width / 3; // The viewport var left = this.wrap.scrollLeft, right = left + width; var top = this.wrap.scrollTop, bottom = top + height; // center makes use of the Vector methods defined earlier var player = this.level.player; var center = player.pos.plus(player.size.times(0.5)) .times(scale); if (center.x < left + margin) this.wrap.scrollLeft = center.x - margin; else if (center.x > right - margin) this.wrap.scrollLeft = center.x + margin - width; if (center.y < top + margin) this.wrap.scrollTop = center.y - margin; else if (center.y > bottom - margin) this.wrap.scrollTop = center.y + margin - height; } // Clear the level DOMDisplay.prototype.clear = function() { this.wrap.parentNode.removeChild(this.wrap); }; runGame(GAME_LEVELS, DOMDisplay); // Pick up here: http://eloquentjavascript.net/15_game.html#p_GkkSB/bDtt </script> </body> </html>