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  • [Canvas]RPG游戏雏形 (地图加载,英雄出现并移动)

    源码请点此下载并用浏览器打开index.html观看

    图例:

    代码:

    <!DOCTYPE html>
    <html lang="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
    <head>
         <title>地图加载 英雄出现 19.3.6 10:20 by:逆火狂飙 horn19782016@163.com</title>
         
         <style>
         #canvas{
            background:#ffffff;
            cursor:pointer;
            margin-left:10px;
            margin-top:10px;
            -webkit-box-shadow:3px 3px 6px rgba(0,0,0,0.5);
            -moz-box-shadow:3px 3px 6px rgba(0,0,0,0.5);
            box-shadow:3px 3px 6px rgba(0,0,0,0.5);
         }
         
         #controls{
            margin-top:10px;
            margin-left:15px;
         }
         </style>
         
        </head>
    
         <body onload="init()">
            <div id="controls">
                <input id='animateBtn' type='button' value='开始'/>
            </div>
         
            <canvas id="canvas" width="160px" height="160px" >
                出现文字表示你的浏览器不支持HTML5
            </canvas>
         </body>
    </html>
    <script type="text/javascript">
    <!--
    var paused=true;
    animateBtn.onclick=function(e){
        paused=! paused;
        
        if(paused){
            animateBtn.value="开始";    
    
        }else{    
            animateBtn.value="停止";
            
            window.requestAnimationFrame(animate); 
        }
    }
    
    var ctx;// 绘图环境
    var r;// 表盘半径
    var terrain;
    var hero;
    function init(){
        // init Canvas
        var canvas=document.getElementById('canvas');
        r=160; 
        canvas.width =2*r;
        canvas.height=2*r;
        ctx=canvas.getContext('2d');
        
        terrain=new Terrain();
        hero=new Hero();
        
        // 响应键盘事件
        canvas.addEventListener('keydown', doKeyDown, true);
        canvas.focus();  
        window.addEventListener('keydown', doKeyDown, true);
    };
    
    function draw(){
        // Clear Canvas
        ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
        ctx.fillStyle="#ECF5FF";
        ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height);
        
        terrain.paint(ctx);
        hero.paint(ctx);
    }
    
    function animate(){
        if(!paused){
            draw();
            window.requestAnimationFrame(animate); /// 让浏览器自行决定帧速率
        }
    }
    
    function doKeyDown(e) {
        var keyID = e.keyCode ? e.keyCode :e.which;
        if(keyID === 38 || keyID === 87)  { // up arrow and W
            hero.move('up');
            e.preventDefault();
        }
        if(keyID === 39 || keyID === 68)  { // right arrow and D
            hero.move('right');
            e.preventDefault();
        }
        if(keyID === 40 || keyID === 83)  { // down arrow and S
            hero.move('down');
            e.preventDefault();
        }
        if(keyID === 37 || keyID === 65)  { // left arrow and A
            hero.move('left');
            e.preventDefault();
        }
    }
    
    //---------------------------------------------------地形类定义开始------------------------------------------------------------------->>
    Terrain=function(){
        this.files=["road.png","tree.png","home.png",];
        
        this.maps=new Array(
            [0,0,0,0,0,0,0,0,0,0],
            [0,0,1,1,1,1,1,1,0,0],
            [0,0,0,0,0,0,0,0,0,0],
            [0,0,2,2,2,2,2,2,2,0],
            [0,0,0,0,0,0,2,0,0,0],
            [0,0,0,2,0,0,2,0,0,0],
            [0,0,0,2,0,0,0,0,0,0],
            [0,2,2,2,2,2,2,2,0,0],
            [0,0,0,0,0,0,0,0,0,0],
            [0,1,1,1,1,1,1,1,1,0],
        );
    }
    Terrain.prototype={
        files:[],
        // Property
        maps:0,
        
        // method
        paint:function(ctx){
            for(var i=0;i<this.maps.length;i++){
                var arr=this.maps[i];
                
                for(var j=0;j<arr.length;j++){
                    var value=arr[j];
                    
                    var img=new Image();
                    img.src=this.files[value];
                    
                    ctx.drawImage(img,i*32,j*32);
                }
            }
        },
        
        getValue:function(i,j){
            if(i<0 || i>=this.maps.length){
                return undefined;
            }
            var arr=this.maps[i];
            if(j<0 || j>=arr.length){
                return undefined;
            }
            var value=arr[j];
            return value;
        },
    }
    //---------------------------------------------------地形类定义结束-------------------------------------------------------------------<<
    
    //---------------------------------------------------英雄类定义开始------------------------------------------------------------------->>
    Hero=function(){
        this.files=["arrow_left.png","arrow_right.png","arrow_up.png","arrow_down.png",];
    
    }
    Hero.prototype={
        files:[],
        x:160,
        y:160,
        xTo:160,
        yTo:160,
        step:32,
        direction:'up',
        
        // method
        paint:function(ctx){
            var img=new Image();
            
            if(this.direction=='up'){
                img.src=this.files[2];
            }
            if(this.direction=='down'){
                img.src=this.files[3];
            }
            if(this.direction=='left'){
                img.src=this.files[0];
            }
            if(this.direction=='right'){
                img.src=this.files[1];
            }
            
            
            ctx.drawImage(img,this.x,this.y);
        },
        
        move:function(direction){
            this.direction=direction;
            
            if(this.direction=='up'){
                this.yTo-=this.step;
            }
            if(this.direction=='down'){
                this.yTo+=this.step;
            }
            if(this.direction=='left'){
                this.xTo-=this.step;
            }
            if(this.direction=='right'){
                this.xTo+=this.step;
            }
            
            if(terrain.getValue(this.xTo/this.step,this.yTo/this.step)==0){
                this.x=this.xTo;
                this.y=this.yTo;
            }else{
                this.xTo=this.x;
                this.yTo=this.y;
            }
        }
    }
    //---------------------------------------------------英雄类定义结束-------------------------------------------------------------------<<
    //-->
    </script>

    2019年3月6日11点07分

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  • 原文地址:https://www.cnblogs.com/heyang78/p/10482039.html
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