zoukankan      html  css  js  c++  java
  • 经典的HTML5游戏及其源码分析

    HTML5已经相当强大,在HTML5平台上,我们可以完成很多非常复杂的动画效果,包括游戏在内。早期我们只能利用flash来实现网络游戏,现在我们又多了一种选择,即用HTML5制作游戏。相比flash,HTML5更加灵活方便,随着浏览器技术的不断升级,HTML5一定会广泛使用,至少在网页动画方面,下面是一些利用HTML5完成的游戏作品。

    HTML5版切水果游戏

    这曾是风靡全球的一款手机APP游戏切水果,现在JS小组已经将其改版成HTML5,并将其开源。

    核心Javascript代码:

    Ucren.BasicDrag = Ucren.Class( 
            /* constructor */ function( conf ){
                conf = Ucren.fixConfig( conf );
                this.type = Ucren.fixString( conf.type, "normal" );
        
                var isTouch = this.isTouch = "ontouchstart" in window;
        
                this.TOUCH_START = isTouch ? "touchstart" : "mousedown",
                this.TOUCH_MOVE = isTouch ? "touchmove" : "mousemove",
                this.TOUCH_END = isTouch ? "touchend" : "mouseup";
            },
        
            /* methods */ {
                bind: function( el, handle ){
                    el = Ucren.Element( el );
                    handle = Ucren.Element( handle ) || el;
        
                    var evt = {};
        
                    evt[this.TOUCH_START] = function( e ){
                        e = Ucren.Event( e );
                        this.startDrag();
                        e.cancelBubble = true;
                        e.stopPropagation && e.stopPropagation();
                        return e.returnValue = false;
                    }.bind( this );
        
                    handle.addEvents( evt );
                    this.target = el;
                },
        
                //private
                getCoors: function( e ){
                    var coors = [];
                    if ( e.targetTouches && e.targetTouches.length ) {     // iPhone
                        var thisTouch = e.targetTouches[0];
                        coors[0] = thisTouch.clientX;
                        coors[1] = thisTouch.clientY;
                    }else{                                 // all others
                        coors[0] = e.clientX;
                        coors[1] = e.clientY;
                    }
                    return coors;
                },
        
                //private
                startDrag: function(){
                    var target, draging, e;
                    target = this.target;
                    draging = target.draging = {};
        
                    this.isDraging = true;
        
                    draging.x = parseInt( target.style( "left" ), 10 ) || 0;
                    draging.y = parseInt( target.style( "top" ), 10 ) || 0;
        
                    e = Ucren.Event();
                    var coors = this.getCoors( e );
                    draging.mouseX = coors[0];
                    draging.mouseY = coors[1];
        
                    this.registerDocumentEvent();
                },
        
                //private
                endDrag: function(){
                    this.isDraging = false;
                    this.unRegisterDocumentEvent();
                },
        
                //private
                registerDocumentEvent: function(){
                    var target, draging;
                    target = this.target;
                    draging = target.draging;
        
                    draging.documentSelectStart =
                        Ucren.addEvent( document, "selectstart", function( e ){
                            e = e || event;
                            e.stopPropagation && e.stopPropagation();
                            e.cancelBubble = true;
                            return e.returnValue = false;
                        });
        
                    draging.documentMouseMove =
                        Ucren.addEvent( document, this.TOUCH_MOVE, function( e ){
                            var ie, nie;
                            e = e || event;
                            ie = Ucren.isIe && e.button != 1;
                            nie = !Ucren.isIe && e.button != 0;
                            if( (ie || nie ) && !this.isTouch )
                                this.endDrag();
                            var coors = this.getCoors( e );
                            draging.newMouseX = coors[0];
                            draging.newMouseY = coors[1];
                            e.stopPropagation && e.stopPropagation();
                            return e.returnValue = false;
                        }.bind( this ));
        
                    draging.documentMouseUp =
                        Ucren.addEvent( document, this.TOUCH_END, function(){
                            this.endDrag();
                        }.bind( this ));
        
                    var lx, ly;
        
                    clearInterval( draging.timer );
                    draging.timer = setInterval( function(){
                        var x, y, dx, dy;
                        if( draging.newMouseX != lx && draging.newMouseY != ly ){
                            lx = draging.newMouseX;
                            ly = draging.newMouseY;
                            dx = draging.newMouseX - draging.mouseX;
                            dy = draging.newMouseY - draging.mouseY;
                            x = draging.x + dx;
                            y = draging.y + dy;
                            if( this.type == "calc" ){
                                this.returnValue( dx, dy, draging.newMouseX, draging.newMouseY );
                            }else{
                                target.left( x ).top( y );
                            }
                        }
                    }.bind( this ), 10 );
                },
        
                //private
                unRegisterDocumentEvent: function(){
                    var draging = this.target.draging;
                    Ucren.delEvent( document, this.TOUCH_MOVE, draging.documentMouseMove );
                    Ucren.delEvent( document, this.TOUCH_END, draging.documentMouseUp );
                    Ucren.delEvent( document, "selectstart", draging.documentSelectStart );
                    clearInterval( draging.timer );
                },
        
                //private
                returnValue: function( dx, dy, x, y ){
                    //todo something
                }
            }
         );
        
        // Ucren.Template
        Ucren.Template = Ucren.Class( 
            /* constructor */ function(){
                this.string = join.call( arguments, "" );
            },
        
            /* methods */ {
                apply: function( conf ){
                    return this.string.format( conf );
                }
            }
         );
        
        // Ucren.BasicElement
        Ucren.BasicElement = Ucren.Class( 
            /* constructor */ function( el ){
                this.dom = el;
            this.countMapping = {};
            },
        
            /* methods */ {
                isUcrenElement: true,
        
                attr: function( name, value ){
                    if( typeof value == "string" ){
                        this.dom.setAttribute( name, value );
                    }else{
                        return this.dom.getAttribute( name );
                    }
                    return this;
                },
        
                style: function( /* unknown1, unknown2 */ ){
                    var getStyle = Ucren.isIe ?
                        function( name ){
                            return this.dom.currentStyle[name];
                        } :
        
                        function( name ){
                            var style;
                            style = document.defaultView.getComputedStyle( this.dom, null );
                            return style.getPropertyValue( name );
                        };
        
                    return function( unknown1, unknown2 ){
                        if( typeof unknown1 == "object" ){
                            Ucren.each( unknown1, function( value, key ){
                                this[key] = value;
                            }.bind( this.dom.style ));
                        }else if( typeof unknown1 == "string" && typeof unknown2 == "undefined" ){
                            return getStyle.call( this, unknown1 );
                        }else if( typeof unknown1 == "string" && typeof unknown2 != "undefined" ){
                            this.dom.style[unknown1] = unknown2;
                        }
                        return this;
                    };
                }(),
        
                hasClass: function( name ){
                    var className = " " + this.dom.className + " ";
                    return className.indexOf( " " + name + " " ) > -1;
                },
        
                setClass: function( name ){
                    if( typeof( name ) == "string" )
                        this.dom.className = name.trim();
                    return this;
                },
        
                addClass: function( name ){
                    var el, className;
                    el = this.dom;
                    className = " " + el.className + " ";
                    if( className.indexOf( " " + name + " " ) == -1 ){
                        className += name;
                        className = className.trim();
                        className = className.replace( / +/g, " " );
                        el.className = className;
                    }
                    return this;
                },
        
                delClass: function( name ){
                    var el, className;
                    el = this.dom;
                    className = " " + el.className + " ";
                    if( className.indexOf( " " + name + " " ) > -1 ){
                        className = className.replace( " " + name + " ", " " );
                        className = className.trim();
                        className = className.replace( / +/g, " " );
                        el.className = className;
                    }
                    return this;
                },
        
                html: function( html ){
                    var el = this.dom;
        
                    if( typeof html == "string" ){
                        el.innerHTML = html;
                    }else if( html instanceof Array ){
                        el.innerHTML = html.join( "" );
                    }else{
                        return el.innerHTML;
                    }
                    return this;
                },
        
                left: function( number ){
                    var el = this.dom;
                    if( typeof( number ) == "number" ){
                        el.style.left = number + "px";
                        this.fireEvent( "infect", [{ left: number }] );
                    }else{
                        return this.getPos().x;
                    }
                    return this;
                },
        
                top: function( number ){
                    var el = this.dom;
                    if( typeof( number ) == "number" ){
                        el.style.top = number + "px";
                        this.fireEvent( "infect", [{ top: number }] );
                    }else{
                        return this.getPos().y;
                    }
                    return this;
                },
        
                 function( unknown ){
                    var el = this.dom;
                    if( typeof unknown == "number" ){
                        el.style.width = unknown + "px";
                        this.fireEvent( "infect", [{  unknown }] );
                    }else if( typeof unknown == "string" ){
                        el.style.width = unknown;
                        this.fireEvent( "infect", [{  unknown }] );
                        }else{
                        return this.getSize().width;
                        }
                        return this;
                    },
        
                height: function( unknown ){
                        var el = this.dom;
                    if( typeof unknown == "number" ){
                        el.style.height = unknown + "px";
                        this.fireEvent( "infect", [{ height: unknown }] );
                    }else if( typeof unknown == "string" ){
                        el.style.height = unknown;
                        this.fireEvent( "infect", [{ height: unknown }] );
                        }else{
                        return this.getSize().height;
                        }
                        return this;
                    },
        
                count: function( name ){
                    return this.countMapping[name] = ++ this.countMapping[name] || 1;
                },
        
                display: function( bool ){
                    var dom = this.dom;
                    if( typeof( bool ) == "boolean" ){
                        dom.style.display = bool ? "block" : "none";
                        this.fireEvent( "infect", [{ display: bool }] );
                    }else{
                        return this.style( "display" ) != "none";
                    }
                    return this;
                },
        
                first: function(){
                    var c = this.dom.firstChild;
                    while( c && !c.tagName && c.nextSibling ){
                        c = c.nextSibling;
                    }
                    return c;
                },
        
                add: function( dom ){
                    var el;
                    el = Ucren.Element( dom );
                    this.dom.appendChild( el.dom );
                    return this;
                },
        
                remove: function( dom ){
                    var el;
                    if( dom ){
                        el = Ucren.Element( dom );
                        el.html( "" );
                        this.dom.removeChild( el.dom );
                    }else{
                        el = Ucren.Element( this.dom.parentNode );
                        el.remove( this );
                    }
                    return this;
                },
        
                insert: function( dom ){
                    var tdom;
                    tdom = this.dom;
                    if( tdom.firstChild ){
                        tdom.insertBefore( dom, tdom.firstChild );
                    }else{
                        this.add( dom );
                    }
                    return this;
                },
        
                addEvents: function( conf ){
                    var blank, el, rtn;
                    blank = {};
                    rtn = {};
                    el = this.dom;
                    Ucren.each( conf, function( item, key ){
                        rtn[key] = Ucren.addEvent( el, key, item );
                    });
                    return rtn;
                },
        
                removeEvents: function( conf ){
                    var blank, el;
                    blank = {};
                    el = this.dom;
                    Ucren.each( conf, function( item, key ){
                        Ucren.delEvent( el, key, item );
                    });
                    return this;
                },
        
                getPos: function(){
                    var el, parentNode, pos, box, offset;
                    el = this.dom;
                    pos = {};
        
                    if( el.getBoundingClientRect ){
                        box = el.getBoundingClientRect();
                        offset = Ucren.isIe ? 2 : 0;
                        var doc = document;
                        var scrollTop = Math.max( doc.documentElement.scrollTop,
                            doc.body.scrollTop );
                        var scrollLeft = Math.max( doc.documentElement.scrollLeft,
                            doc.body.scrollLeft );
                        return {
                            x: box.left + scrollLeft - offset,
                            y: box.top + scrollTop - offset
                        };
                    }else{
                        pos = {
                            x: el.offsetLeft,
                            y: el.offsetTop
                        };
                        parentNode = el.offsetParent;
                        if( parentNode != el ){
                            while( parentNode ){
                                pos.x += parentNode.offsetLeft;
                                pos.y += parentNode.offsetTop;
                                parentNode = parentNode.offsetParent;
                            }
                        }
                        if( Ucren.isSafari && this.style( "position" ) == "absolute" ){ // safari doubles in some cases
                            pos.x -= document.body.offsetLeft;
                            pos.y -= document.body.offsetTop;
                        }
                    }
        
                    if( el.parentNode ){
                        parentNode = el.parentNode;
                    }else{
                        parentNode = null;
                    }
        
                    while( parentNode && parentNode.tagName.toUpperCase() != "BODY" &&
                        parentNode.tagName.toUpperCase() != "HTML" ){ // account for any scrolled ancestors
                        pos.x -= parentNode.scrollLeft;
                        pos.y -= parentNode.scrollTop;
                        if( parentNode.parentNode ){
                            parentNode = parentNode.parentNode;
                        }else{
                            parentNode = null;
                        }
                    }
        
                    return pos;
                },
        
                getSize: function(){
                    var dom = this.dom;
                    var display = this.style( "display" );
        
                    if ( display && display !== "none" ) {
                        return {  dom.offsetWidth, height: dom.offsetHeight };
                        }
        
                    var style = dom.style;
                    var originalStyles = {
                        visibility: style.visibility,
                        position:   style.position,
                        display:    style.display
                    };
        
                    var newStyles = {
                        visibility: "hidden",
                        display:    "block"
                    };
        
                    if ( originalStyles.position !== "fixed" )
                      newStyles.position = "absolute";
        
                    this.style( newStyles );
        
                    var dimensions = {
                          dom.offsetWidth,
                        height: dom.offsetHeight
                    };
        
                    this.style( originalStyles );
        
                    return dimensions;
                },
        
                observe: function( el, fn ){
                    el = Ucren.Element( el );
                    el.on( "infect", fn.bind( this ));
                    return this;
                },
        
                usePNGbackground: function( image ){
                    var dom;
                    dom = this.dom;
                    if( /.png$/i.test( image ) && Ucren.isIe6 ){
                        dom.style.filter =
                            "progid:DXImageTransform.Microsoft.AlphaImageLoader( src='" +
                            image + "',sizingMethod='scale' );";
                        ///     _background: none;
                        ///  _filter: progid:DXImageTransform.Microsoft.AlphaImageLoader( src='images/pic.png',sizingMethod='scale' );
                    }else{
                        dom.style.backgroundImage = "url( " + image + " )";
                    }
                    return this;
                },
        
                setAlpha: function(){
                    var reOpacity = /alphas*(s*opacitys*=s*([^)]+))/;
                    return function( value ){
                        var element = this.dom, es = element.style;
                        if( !Ucren.isIe ){
                            es.opacity = value / 100;
                        /* }else if( es.filter === "string" ){ */
                        }else{
                            if ( element.currentStyle && !element.currentStyle.hasLayout )
                                es.zoom = 1;
        
                            if ( reOpacity.test( es.filter )) {
                                value = value >= 99.99 ? "" : ( "alpha( opacity=" + value + " )" );
                                es.filter = es.filter.replace( reOpacity, value );
                            } else {
                                es.filter += " alpha( opacity=" + value + " )";
                            }
                        }
                        return this;
                    };
                }(),
        
                fadeIn: function( callback ){
                    if( typeof this.fadingNumber == "undefined" )
                        this.fadingNumber = 0;
                    this.setAlpha( this.fadingNumber );
        
                    var fading = function(){
                        this.setAlpha( this.fadingNumber );
                        if( this.fadingNumber == 100 ){
                            clearInterval( this.fadingInterval );
                            callback && callback();
                        }else
                            this.fadingNumber += 10;
                    }.bind( this );
        
                    this.display( true );
                    clearInterval( this.fadingInterval );
                    this.fadingInterval = setInterval( fading, Ucren.isIe ? 20 : 30 );
        
                    return this;
                },
        
                fadeOut: function( callback ){
                    if( typeof this.fadingNumber == "undefined" )
                        this.fadingNumber = 100;
                    this.setAlpha( this.fadingNumber );
        
                    var fading = function(){
                        this.setAlpha( this.fadingNumber );
                        if( this.fadingNumber == 0 ){
                            clearInterval( this.fadingInterval );
                            this.display( false );
                            callback && callback();
                        }else
                            this.fadingNumber -= 10;
                    }.bind( this );
        
                    clearInterval( this.fadingInterval );
                    this.fadingInterval = setInterval( fading, Ucren.isIe ? 20 : 30 );
        
                    return this;
                },
        
                useMouseAction: function( className, actions ){
                    /**
                     *  调用示例:  el.useMouseAction( "xbutton", "over,out,down,up" );
                     *  使用效果:  el 会在 "xbutton xbutton-over","xbutton xbutton-out","xbutton xbutton-down","xbutton xbutton-up"
                     *             等四个 className 中根据相应的鼠标事件来进行切换。
                     *  特别提示:  useMouseAction 可使用不同参数多次调用。
                     */
                    if( !this.MouseAction )
                        this.MouseAction = new Ucren.MouseAction({ element: this });
                    this.MouseAction.use( className, actions );
                    return this;
                }
            }
         );
        
        if( Ucren.isIe )
            document.execCommand( "BackgroundImageCache", false, true );
        
        for( var i in Ucren ){
            exports[i] = Ucren[i];
        };
    
        return exports;
    });
    View Code

    html5-fruit-ninja

    在线演示       源码下载

    HTML5中国象棋游戏

    这款HTML5中国象棋游戏还可以自定义游戏难度,皮肤也不错。

    核心Javascript代码:

    /*! 一叶孤舟 | qq:28701884 | 欢迎指教 */
    
    var play = play||{};
    
    play.init = function (){
        
        play.my                =    1;                //玩家方
        play.map             =    com.arr2Clone (com.initMap);        //初始化棋盘
        play.nowManKey        =    false;            //现在要操作的棋子
        play.pace             =    [];                //记录每一步
        play.isPlay         =    true ;            //是否能走棋
        play.mans             =    com.mans;
        play.bylaw             =     com.bylaw;
        play.show             =     com.show;
        play.showPane         =     com.showPane;
        play.isOffensive    =    true;            //是否先手
        play.depth            =    play.depth || 3;                //搜索深度
        
        play.isFoul            =    false;    //是否犯规长将
        
        
        
        com.pane.isShow        =     false;            //隐藏方块
        
        //初始化棋子
        for (var i=0; i<play.map.length; i++){
            for (var n=0; n<play.map[i].length; n++){
                var key = play.map[i][n];
                if (key){
                    com.mans[key].x=n;
                    com.mans[key].y=i;
                    com.mans[key].isShow = true;
                }
            }
        }
        play.show();
        
        //绑定点击事件
        com.canvas.addEventListener("click",play.clickCanvas)
        //clearInterval(play.timer);
        //com.get("autoPlay").addEventListener("click", function(e) {
            //clearInterval(play.timer);
            //play.timer = setInterval("play.AIPlay()",1000);
        //    play.AIPlay()
        //})
        /*
        com.get("offensivePlay").addEventListener("click", function(e) {
            play.isOffensive=true;
            play.isPlay=true ;    
            com.get("chessRight").style.display = "none";
            play.init();
        })
        
        com.get("defensivePlay").addEventListener("click", function(e) {
            play.isOffensive=false;
            play.isPlay=true ;    
            com.get("chessRight").style.display = "none";
            play.init();
        })
        */
        
        
        com.get("regretBn").addEventListener("click", function(e) {
            play.regret();
        })
        
        /*
        var initTime = new Date().getTime();
        for (var i=0; i<=100000; i++){
            
            var h=""
            var h=play.map.join();
            //for (var n in play.mans){
            //    if (play.mans[n].show) h+=play.mans[n].key+play.mans[n].x+play.mans[n].y
            //}
        }
        var nowTime= new Date().getTime();
        z([h,nowTime-initTime])
        */
        
    }
    
    
    
    //悔棋
    play.regret = function (){
        var map  = com.arr2Clone(com.initMap);
        //初始化所有棋子
        for (var i=0; i<map.length; i++){
            for (var n=0; n<map[i].length; n++){
                var key = map[i][n];
                if (key){
                    com.mans[key].x=n;
                    com.mans[key].y=i;
                    com.mans[key].isShow = true;
                }
            }
        }
        var pace= play.pace;
        pace.pop();
        pace.pop();
        
        for (var i=0; i<pace.length; i++){
            var p= pace[i].split("")
            var x = parseInt(p[0], 10);
            var y = parseInt(p[1], 10);
            var newX = parseInt(p[2], 10);
            var newY = parseInt(p[3], 10);
            var key=map[y][x];
            //try{
         
            var cMan=map[newY][newX];
            if (cMan) com.mans[map[newY][newX]].isShow = false;
            com.mans[key].x = newX;
            com.mans[key].y = newY;
            map[newY][newX] = key;
            delete map[y][x];
            if (i==pace.length-1){
                com.showPane(newX ,newY,x,y)    
            }
            //} catch (e){
            //    com.show()
            //    z([key,p,pace,map])
                
            //    }
        }
        play.map = map;
        play.my=1;
        play.isPlay=true;
        com.show();
    }
    
    
    
    //点击棋盘事件
    play.clickCanvas = function (e){
        if (!play.isPlay) return false;
        var key = play.getClickMan(e);
        var point = play.getClickPoint(e);
        
        var x = point.x;
        var y = point.y;
        
        if (key){
            play.clickMan(key,x,y);    
        }else {
            play.clickPoint(x,y);    
        }
        play.isFoul = play.checkFoul();//检测是不是长将
    }
    
    //点击棋子,两种情况,选中或者吃子
    play.clickMan = function (key,x,y){
        var man = com.mans[key];
        //吃子
        if (play.nowManKey&&play.nowManKey != key && man.my != com.mans[play.nowManKey ].my){
            //man为被吃掉的棋子
            if (play.indexOfPs(com.mans[play.nowManKey].ps,[x,y])){
                man.isShow = false;
                var pace=com.mans[play.nowManKey].x+""+com.mans[play.nowManKey].y
                //z(bill.createMove(play.map,man.x,man.y,x,y))
                delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
                play.map[y][x] = play.nowManKey;
                com.showPane(com.mans[play.nowManKey].x ,com.mans[play.nowManKey].y,x,y)
                com.mans[play.nowManKey].x = x;
                com.mans[play.nowManKey].y = y;
                com.mans[play.nowManKey].alpha = 1
                
                play.pace.push(pace+x+y);
                play.nowManKey = false;
                com.pane.isShow = false;
                com.dot.dots = [];
                com.show()
                com.get("clickAudio").play();
                setTimeout("play.AIPlay()",500);
                if (key == "j0") play.showWin (-1);
                if (key == "J0") play.showWin (1);
            }
        // 选中棋子
        }else{
            if (man.my===1){
                if (com.mans[play.nowManKey]) com.mans[play.nowManKey].alpha = 1 ;
                man.alpha = 0.6;
                com.pane.isShow = false;
                play.nowManKey = key;
                com.mans[key].ps = com.mans[key].bl(); //获得所有能着点
                com.dot.dots = com.mans[key].ps
                com.show();
                //com.get("selectAudio").start(0);
                com.get("selectAudio").play();
            }
        }
    }
    
    //点击着点
    play.clickPoint = function (x,y){
        var key=play.nowManKey;
        var man=com.mans[key];
        if (play.nowManKey){
            if (play.indexOfPs(com.mans[key].ps,[x,y])){
                var pace=man.x+""+man.y
                //z(bill.createMove(play.map,man.x,man.y,x,y))
                delete play.map[man.y][man.x];
                play.map[y][x] = key;
                com.showPane(man.x ,man.y,x,y)
                man.x = x;
                man.y = y;
                man.alpha = 1;
                play.pace.push(pace+x+y);
                play.nowManKey = false;
                com.dot.dots = [];
                com.show();
                com.get("clickAudio").play();
                setTimeout("play.AIPlay()",500);
            }else{
                //alert("不能这么走哦!")    
            }
        }
        
    }
    
    //Ai自动走棋
    play.AIPlay = function (){
        //return
        play.my = -1 ;
        var pace=AI.init(play.pace.join(""))
        if (!pace) {
            play.showWin (1);
            return ;
        }
        play.pace.push(pace.join(""));
        var key=play.map[pace[1]][pace[0]]
            play.nowManKey = key;
        
        var key=play.map[pace[3]][pace[2]];
        if (key){
            play.AIclickMan(key,pace[2],pace[3]);    
        }else {
            play.AIclickPoint(pace[2],pace[3]);    
        }
        com.get("clickAudio").play();
        
        
    }
    
    //检查是否长将
    play.checkFoul = function(){
        var p=play.pace;
        var len=parseInt(p.length,10);
        if (len>11&&p[len-1] == p[len-5] &&p[len-5] == p[len-9]){
            return p[len-4].split("");
        }
        return false;
    }
    
    
    
    play.AIclickMan = function (key,x,y){
        var man = com.mans[key];
        //吃子
        man.isShow = false;
        delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
        play.map[y][x] = play.nowManKey;
        play.showPane(com.mans[play.nowManKey].x ,com.mans[play.nowManKey].y,x,y)
        
        com.mans[play.nowManKey].x = x;
        com.mans[play.nowManKey].y = y;
        play.nowManKey = false;
        
        com.show()
        if (key == "j0") play.showWin (-1);
        if (key == "J0") play.showWin (1);
    }
    
    play.AIclickPoint = function (x,y){
        var key=play.nowManKey;
        var man=com.mans[key];
        if (play.nowManKey){
            delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
            play.map[y][x] = key;
            
            com.showPane(man.x,man.y,x,y)
            
        
            man.x = x;
            man.y = y;
            play.nowManKey = false;
            
        }
        com.show();
    }
    
    
    play.indexOfPs = function (ps,xy){
        for (var i=0; i<ps.length; i++){
            if (ps[i][0]==xy[0]&&ps[i][1]==xy[1]) return true;
        }
        return false;
        
    }
    
    //获得点击的着点
    play.getClickPoint = function (e){
        var domXY = com.getDomXY(com.canvas);
        var x=Math.round((e.pageX-domXY.x-com.pointStartX-20)/com.spaceX)
        var y=Math.round((e.pageY-domXY.y-com.pointStartY-20)/com.spaceY)
        return {"x":x,"y":y}
    }
    
    //获得棋子
    play.getClickMan = function (e){
        var clickXY=play.getClickPoint(e);
        var x=clickXY.x;
        var y=clickXY.y;
        if (x < 0 || x>8 || y < 0 || y > 9) return false;
        return (play.map[y][x] && play.map[y][x]!="0") ? play.map[y][x] : false;
    }
    
    play.showWin = function (my){
        play.isPlay = false;
        if (my===1){
            alert("恭喜你,你赢了!");
        }else{
            alert("很遗憾,你输了!");
        }
    }
    View Code

    html5-zgxq

    在线演示        源码下载

    HTML5五子棋游戏

    html5-5-chess

    在线演示        源码下载

    HTML5版Flappy Bird游戏

    Flappy Bird这款变态游戏也被改造成HTML5版,这也是意料之中的事情。

    核心Javascript代码:

    // Initialize Phaser, and creates a 400x490px game
    var game = new Phaser.Game(400, 490, Phaser.AUTO, 'game_div');
    var game_state = {};
    
    // Creates a new 'main' state that will contain the game
    game_state.main = function() { };  
    game_state.main.prototype = {
    
        // Function called first to load all the assets
        preload: function() { 
            // Change the background color of the game
            this.game.stage.backgroundColor = '#71c5cf';
    
            // Load the bird sprite
            this.game.load.image('bird', 'assets/bird.png');  
    
            // Load the pipe sprite
            this.game.load.image('pipe', 'assets/pipe.png');      
        },
    
        // Fuction called after 'preload' to setup the game 
        create: function() { 
            // Display the bird on the screen
            this.bird = this.game.add.sprite(100, 245, 'bird');
            
            // Add gravity to the bird to make it fall
            this.bird.body.gravity.y = 1000; 
    
            // Call the 'jump' function when the spacekey is hit
            var space_key = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
            space_key.onDown.add(this.jump, this); 
    
            // Create a group of 20 pipes
            this.pipes = game.add.group();
            this.pipes.createMultiple(20, 'pipe');  
    
            // Timer that calls 'add_row_of_pipes' ever 1.5 seconds
            this.timer = this.game.time.events.loop(1500, this.add_row_of_pipes, this);           
    
            // Add a score label on the top left of the screen
            this.score = 0;
            var style = { font: "30px Arial", fill: "#ffffff" };
            this.label_score = this.game.add.text(20, 20, "0", style);  
        },
    
        // This function is called 60 times per second
        update: function() {
            // If the bird is out of the world (too high or too low), call the 'restart_game' function
            if (this.bird.inWorld == false)
                this.restart_game(); 
    
            // If the bird overlap any pipes, call 'restart_game'
            this.game.physics.overlap(this.bird, this.pipes, this.restart_game, null, this);      
        },
    
        // Make the bird jump 
        jump: function() {
            // Add a vertical velocity to the bird
            this.bird.body.velocity.y = -350;
        },
    
        // Restart the game
        restart_game: function() {
            // Remove the timer
            this.game.time.events.remove(this.timer);
    
            // Start the 'main' state, which restarts the game
            this.game.state.start('main');
        },
    
        // Add a pipe on the screen
        add_one_pipe: function(x, y) {
            // Get the first dead pipe of our group
            var pipe = this.pipes.getFirstDead();
    
            // Set the new position of the pipe
            pipe.reset(x, y);
    
             // Add velocity to the pipe to make it move left
            pipe.body.velocity.x = -200; 
                   
            // Kill the pipe when it's no longer visible 
            pipe.outOfBoundsKill = true;
        },
    
        // Add a row of 6 pipes with a hole somewhere in the middle
        add_row_of_pipes: function() {
            var hole = Math.floor(Math.random()*5)+1;
            
            for (var i = 0; i < 8; i++)
                if (i != hole && i != hole +1) 
                    this.add_one_pipe(400, i*60+10);   
        
            this.score += 1;
            this.label_score.content = this.score;  
        },
    };
    
    // Add and start the 'main' state to start the game
    game.state.add('main', game_state.main);  
    game.state.start('main'); 
    View Code

    flappy-bird

    在线演示        源码下载

    HTML5太空战机游戏

    很普通的战机游戏,但是用HTML5实现就略显高大上了。

    核心Javascript代码:

    var g_canvas;
          var g_context;
          var g_soundsLoaded;
          var g_isChr;
          var g_onscreenControls;
          var g_paused;
          var g_renderInterval;
          var g_clockInterval;
    
          var g_totalItems;
          var g_itemsLoaded;
    
          var g_background;
          var g_foreground;
    
          var g_ship;
          var g_gameState;
          var g_highScore;
    
          var g_powerups;
          var g_floatyText;
          var g_projectiles;
          var g_enemyProjectiles;
          var g_enemies;
          var g_afterEffects;
          var g_rainbow;
    
          var g_basicShotSound;
          var g_laserShotSound;
          var g_dinkSound;
          var g_smallExplodeSound;
          var g_bonusSound;
          var g_explodeSound;
          var g_artifact_chard_sound;
          var g_double_sound;
          var g_gem_sound;
          var g_gun_sound;
          var g_shot_sound;
          var g_speed_sound;
    
          var g_levelDirector;
          var g_shotsFired;
          var g_shotsRequired;
          var g_accuracy;
          var g_showAccuracy;
          var g_enemiesDestroyed;
    
    
          //
          // main() is called once the game has loaded and the user has clicked
          // on the "new game" button on the splash screen. This is a clean slate
          // with no registered timers or event listeners.
          //
          function main()
          {
             var level_1_loop = document.getElementById("level_1_loop");
             var bossLoop = document.getElementById("boss_loop");
    
             //dbg("engine = " + navigator.userAgent, false);
             g_rainbow = new Array("yellow", "orange", "white", "red");
    
             document.addEventListener('keydown', keyDown, false);
             document.addEventListener('keyup', keyUp, false);
    
             if ( g_basicShotSound == null )
             {
    
                g_basicShotSound = new Sound("basic_shot",5);
                g_laserShotSound = new Sound("laser",5);
                g_smallExplodeSound = new Sound("small_explode",5);
                g_bonusSound = new Sound("bonus_sound",4);
                g_explodeSound = new Sound("explode", 3);
    
                g_artifact_chard_sound = new Sound("artifact_chard_sound", 2);
                g_double_sound = new Sound("double_sound", 2);
                g_gem_sound = new Sound("gem_sound", 4);
                g_gun_sound = new Sound("gun_sound", 2);
                g_shot_sound = new Sound("shot_sound", 3);
                g_speed_sound = new Sound("speed_sound", 3);
             }
    
             g_highScore = 0;
             g_gameState = "setup";
             g_levelDirector = new LevelDirector();
    
             //
             // telling the level director to start will put the clock and
             // render loops on interval timers
             //
             g_levelDirector.startLevel();
          }
    
          //
          // map a sound name to a global audio object
          //
          function lookupSound(name)
          {
             if ( name == "double_sound" )
                return g_double_sound;
             else if ( name == "gem_sound" )
                return g_gem_sound;
             else if ( name == "gun_sound" )
                return g_gun_sound;
             else if ( name == "shot_sound" )
                return g_shot_sound;
             else if ( name == "speed_sound" )
                return g_speed_sound;
    
             dbg("Failed sound lookup: " + name, false);
    
             return null;
          }
    
          //
          // the level director will kick off an interval that calls
          // this function every 100ms 
          //
          function clockLoop()
          {
             if ( g_paused )
                return;
    
             g_levelDirector.myClock += 100;
             //dbg("Clock = " +  g_levelDirector.myClock, false);
    
             g_levelDirector.launchSorties();
             g_levelDirector.gameEvents();
          }
    
          //
          // the LevelDirector will kick off an interval that calls this function
          // which redraws the entire screen. that interval determines the game's
          // fps.
          //
          function renderLoop()
          { 
             if ( g_paused )
                return;
    
             g_background.render();
             g_ship.render();
    
             var remainingPowerups = new Array();
             for (var i = 0; i < g_powerups.length; ++i)
             {
                if (g_powerups[i].render())
                {
                   remainingPowerups.push(g_powerups[i]);
                }
                else delete g_powerups[i];
             }
             delete g_powerups;
             g_powerups = remainingPowerups;
    
             var remainingText = new Array();
             for (var i = 0; i < g_floatyText.length; ++i)
             {
                if (g_floatyText[i].render())
                {
                   remainingText.push(g_floatyText[i]);
                }
                else delete g_floatyText[i];
             }
             delete g_floatyText;
             g_floatyText = remainingText;
    
             var remainingEnemies = new Array();
             for (var i = 0; i < g_enemies.length; ++i)
             {
                if (g_enemies[i].render())
                {
                   remainingEnemies.push(g_enemies[i]);
                }
                else delete g_enemies[i];
             }
             delete g_enemies;
             g_enemies = remainingEnemies;
    
             var remainingProjectiles = new Array();
             for (var i = 0; i < g_projectiles.length; ++i)
             {
                if (g_projectiles[i].render())
                {
                   remainingProjectiles.push(g_projectiles[i]);
                }
                else delete g_projectiles[i];
             }
             delete g_projectiles;
             g_projectiles = remainingProjectiles;
    
             var remainingEnemyProjectiles = new Array();
             for (var i = 0; i < g_enemyProjectiles.length; ++i)
             {
                if (g_enemyProjectiles[i].render())
                {
                   remainingEnemyProjectiles.push(g_enemyProjectiles[i]);
                }
                else delete g_enemyProjectiles[i];
             }
             delete g_enemyProjectiles;
             g_enemyProjectiles = remainingEnemyProjectiles;
    
             var remainingAfterEffects = new Array();
             for (var i = 0; i < g_afterEffects.length; ++i)
             {
                if (g_afterEffects[i].render())
                {
                   remainingAfterEffects.push(g_afterEffects[i]);
                }
                else delete g_afterEffects[i];
             }
             delete g_afterEffects;
             g_afterEffects = remainingAfterEffects;
    
             g_levelDirector.renderSpecialText();
    
             g_foreground.render();
    
             if ( g_onscreenControls )
             {
                var ox = 40;
                var oy = 300;
                var ow = 30;
    
                var tx = 8;
                var ty = 22;
    
                g_context.fillStyle = "yellow";
                g_context.strokeStyle = "yellow";
                g_context.strokeRect(ox,oy,ow,ow);
                g_context.strokeRect(ox-35,oy+35,ow,ow);
                g_context.strokeRect(ox+35,oy+35,ow,ow);
                g_context.strokeRect(ox,oy+70,ow,ow);
                g_context.strokeRect(ox+520,oy+35,ow,ow);
                g_context.strokeRect(ox+270,oy+35,ow,ow);
    
                g_context.fillText("U",ox+tx,oy+ty);
                g_context.fillText("L", ox-35+tx,oy+35+ty);
                g_context.fillText("R", ox+35+tx,oy+35+ty);
                g_context.fillText("D", ox+tx,oy+70+ty);
                g_context.fillText("Z",ox+520+tx,oy+35+ty);
                g_context.fillText("P",ox+270+tx,oy+35+ty);
             }
    
             g_ship.renderPowers();
          }
    
          //--------------------------- BEGIN MUSIC LOOPING FUNCTIONS-------------//
    
          //
          // no browser currently correctly implements the looping feature
          // of the Autdio object yet, so we have to listen for the ended event
          // on our background music and play it again
          //
          function start_level_1_loop(terminate)
          {
             var level_1_loop = document.getElementById("level_1_loop");
    
             if ( terminate != undefined )
             {
                if ( terminate.toString() == "boss" )
                {
                   level_1_loop.volume = 0;
                   level_1_loop.removeEventListener("ended", l1_loopit, true);
                   return;
                }
                else if ( terminate.toString() == "gameover" )
                {
                   level_1_loop.removeEventListener("ended", l1_loopit, true);
                   level_1_loop.pause();
                   return;
                }
             }
    
             l1_loopit();
          }
    
          function l1_loopit()
          {
             var level_1_loop = document.getElementById("level_1_loop");
             level_1_loop.volume = 1;
             level_1_loop.play();
             level_1_loop.addEventListener("ended", l1_loopit, true);
          }
    
          function startBossLoop(terminate)
          {
             var bossLoop = document.getElementById("boss_loop");
    
             if ( terminate != undefined && terminate.toString() == "end_boss")
             {
                bossLoop.volume = 0;
                bossLoop.removeEventListener("ended", bos_loopit, true);
                return;
             }
    
             bos_loopit();
          }
          function bos_loopit()
          {
             var bossLoop = document.getElementById("boss_loop");
             bossLoop.volume = 1;
             bossLoop.play();
             bossLoop.addEventListener("ended", bos_loopit, true);
          }
    
    
          function startLevel2Loop(terminate)
          {
             var penguinLoop = document.getElementById("level_2_loop");
    
             if ( terminate != undefined && terminate.toString() == "terminate")
             {
                penguinLoop.volume = 0;
                penguinLoop.removeEventListener("ended", l2_loopit, true);
                return;
             }
             l2_loopit();
          }
    
          function l2_loopit()
          {
             var penguinLoop = document.getElementById("level_2_loop");
             penguinLoop.volume = 1;
             penguinLoop.play();
             penguinLoop.addEventListener("ended", l2_loopit, true);
          }
    
          //
          // write message to debug area
          //
          function dbg(str, append)
          {
             var dbgObj = document.getElementById("dbg");
             dbgObj.innerHTML = append? (dbgObj.innerHTML + str): str;
          }
    
          //
          // appends all game sounds to the document. called after the loading
          // screen itself is loaded.  The GameSounds.php file does a base64_encode
          // on the actual .ogg files residing on the server.  This is so the sound
          // objects can be repeatedly re-initialized without a network hit. This
          // is part of a workaround for Chrome because that browser does not 
          // correctly re-play short audio sounds (which is just about every sound
          // effect in the game)
          //
          function loadGameSounds()
          {
              var fileref=document.createElement('script')
              fileref.setAttribute("type","text/javascript")
              fileref.setAttribute("src", "http://dougx.net/plunder/GameSounds.php")
    
              var agent = navigator.userAgent;
              if ( agent.indexOf("MSIE") != -1 )
              {
                 //
                 // IE9 does not support OGG so we have to load a special
                 // version of the file that has MP3 encoded sound
                 //
                 fileref.setAttribute("src", "GameSoundsIE9.php")
              }
    
          fileref.onload = function() { g_soundsLoaded = true; }
       
              document.getElementsByTagName("head")[0].appendChild(fileref)
          }
    
          function pause()
          {
             if (g_paused == null )
                g_paused = false;
    
             g_paused = !g_paused;
    
             if ( g_paused )
                dbg("Game Paused", false);
             else
                dbg("", false);
          }
    View Code

    html5-airplan-game

    在线演示        源码下载

    HTML5超级玛丽游戏重体验

    重温少年时的快乐,这是用HTML5改版的超级玛丽游戏。

    html5-mario

    在线演示        源码下载

    HTML5跳伞游戏

    跳伞游戏,比谁先安全着陆,点击鼠标开始下落,再点击鼠标展开降落伞,你要控制好时机,让自己最先安全着陆。

    html5-jumper-game

    在线演示        源码下载

  • 相关阅读:
    二叉搜索树与双向链表
    TCP 三次握手与四次挥手
    复杂链表的复制
    二叉树中和为某一值的路径
    二叉搜索树的后序遍历序列
    从上往下打印二叉树
    栈的压入、弹出序列
    jenkins 持续集成和交付——一个构件小栗子前置(三)
    jenkins 持续集成和交付——gogs安装(外篇)
    jenkins 持续集成和交付——安装与账户安全还有凭证(二)
  • 原文地址:https://www.cnblogs.com/html5tricks/p/3944054.html
Copyright © 2011-2022 走看看