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  • 使用gamequery做JS游戏(乒乓球游戏)

    现在jquery比较流行,用js做游戏的也越来越多了,虽然现在html5出来了,但实际上要用html5做点啥出来还是得靠javascript,所以学好js是非常重要的。我建议大家先学会些基础的JS,再学jquery,这样会更好接受些新的东西.今天我们要试着做个js经典游戏,打乒乓球的游戏,这款游戏大概是我做得最多次的了,我有用过xna、flash、js都做过同一款。先上张截图,不然大伙还不知道是什么东西.

     

     它的演示地址是:http://www.lovewebgames.com/demo/gamepingbang/

    采用的技术是jquery+gamequery, jquery大家都知道是什么了,本文重点介绍下gamequery,gamequery是一款jquery插件,它的官方网址是:

    http://gamequery.onaluf.org/ ,它的作用是为了更容易的开发JS小游戏,大家可以去它网站上看下,有很多案例了,包括JS版的拳皇。

     语言组织能力有点差,就不多说了,上代码吧!

        <script>
            
    var game=function(){
                
    var private={};
                private.PLAYGROUND_WIDTH
    =300;
                private.PLAYGROUND_HEIGHT
    =400;
                private.status
    =-1;
                private.speed
    =30;

                
    var get=function(key){
                    
    return private[key];
                }
                
    var set=function(key,val){
                    private[key]
    =val;
                }
                
    var playground;
                
    return{
                    init:
    function(){
                        $(
    "#gradeinfo").remove();
                        playground
    =$("#playground").playground({height:get("PLAYGROUND_HEIGHT"),get("PLAYGROUND_WIDTH"),RefreshRate:get("speed") });
                        $(
    '#playground').css('width', get('PLAYGROUND_WIDTH'));
                        $(
    '#playground').css('height', get('PLAYGROUND_HEIGHT'));                    
                        $(
    '#playground').css('position''relative');
                        $(
    '#playground').css('border''1px solid #ccc');
                        
    this.initBall();
                        
    this.initPlayer();
                        $(
    "#sceengraph").css("visibility","visible");
                        $(
    '#player').get(0).gameQuery.score = 0;
                        
    var classObj = this;
                        $().playground().registerCallback(
    function(){
                            
    var status = get('status');
                                
    if (status > 0) {                            
                                    classObj.renderBall();
                                }
                        },get(
    "speed"));
                    },
                    initBall:
    function(){
                        $(
    "#ball").remove();
                        playground.addSprite(
    'ball', { animation:$.gameQuery.Animation( { imageURL:"./blank.gif" } ), 10, height:10 });
                        $(
    '#ball').get(0).gameQuery.velX = 4;
                        $(
    '#ball').get(0).gameQuery.velY = 4;
                        $(
    "#ball").css("top", get('PLAYGROUND_HEIGHT')-20)
                        $(
    "#ball").css("left", (get('PLAYGROUND_WIDTH')-10)/2)
                    },
                    initPlayer:
    function(){
                        $(
    "#player").remove();
                        playground.addSprite(
    "player",{ animation:$.gameQuery.Animation( { imageURL:"./blank.gif" } ),50, height:8,posx:(get('PLAYGROUND_WIDTH')-50)/2,posy:get('PLAYGROUND_HEIGHT')-10});
                        $("#player").addClass("player");
                    },
                    renderBall:
    function(){                    
                        
    var ballPosition = $('#ball').position();                
                        
    var PLAYGROUND_WIDTH = get('PLAYGROUND_WIDTH');
                        
    var PLAYGROUND_HEIGHT = get('PLAYGROUND_HEIGHT');
                        ballPosition.top
    -=$('#ball').get(0).gameQuery.velY;
                        ballPosition.left
    +=$('#ball').get(0).gameQuery.velX;
                        $(
    '#ball').css('top', ballPosition.top);
                        $(
    '#ball').css('left', ballPosition.left);                    
                        
    if (ballPosition.top <= 0) {
                            $(
    '#ball').get(0).gameQuery.velY = -$('#ball').get(0).gameQuery.velY;
                        }
                        
    if(ballPosition.left<=0 || ballPosition.left+$('#ball').width()>=PLAYGROUND_WIDTH){
                            $(
    '#ball').get(0).gameQuery.velX = -$('#ball').get(0).gameQuery.velX;
                        }
                        $(
    "#ball").collision("#player").each(function(){                
                            $(
    '#ball').get(0).gameQuery.velY = -$('#ball').get(0).gameQuery.velY;
                            $(
    '#player').get(0).gameQuery.score++;
                        });
                        
    if(ballPosition.top+$('#ball').height() >= PLAYGROUND_HEIGHT){
                            playground.addSprite(
    "gradeinfo",{100,height:80,posx:100,posy:100});
                            $(
    "#gradeinfo").html("游戏结束!<br/>得分:"+$('#player').get(0).gameQuery.score);
                                set(
    'status'-1);
                        }
                    },
                    pause:
    function(){
                        
    if(get('status')==0){
                            set(
    'status',1);
                        }
    else{
                            set(
    'status',0);
                        }
                    },
                    keyDownHandler: 
    function(evt) {
                            
    // console.log(evt);
                            var thisObj = this;
                            
    switch(evt.keyCode) {
                                
    case 13:
                                    
    if (get('status'== -1) {
                                        
    this.start();
                                    } 
    else {
                                        
    this.pause();
                                    }
                                    
    break;
                                
    case 37:
                                    
    if (! this.moveStaus) {
                                        
    this.moveStaus = window.setInterval( function() { thisObj.movePlayer('#player'-4); }, 20);
                                    }
                                    
    break;
                                
    case 39:
                                    
    if (! this.moveStaus) {
                                        
    this.moveStaus = window.setInterval( function() { thisObj.movePlayer('#player'4); }, 20);
                                    }
                                    
    break;
                            }
                        },
                    keyUpHandler:
    function(evt){
                        window.clearInterval(
    this.moveStaus);
                        
    this.moveStaus=null;
                    },
                    movePlayer:
    function(player, dir){
                            
    if (get('status'== 1) {
                                
    var pos = $(player).position();
                                
    var newPos = pos.left+dir;
                                
    if (newPos > 0 && newPos+$(player).width() < get('PLAYGROUND_WIDTH')) {
                                    $(player).css(
    'left', newPos);
                                }
                            }
                    },
                    start:
    function(){
                            
    if (get('status'== -1) {
                                set(
    'status'1);
                                $().playground().startGame(
    function(){
                                    $(
    "#welcome").remove();
                                });
                            }    
                    }
                }
            }()
            $(
    function(){
                game.init();
                $(document).keydown(
    function(evt){
                    game.keyDownHandler(evt);
                });
                $(document).keyup(
    function(evt){
                    game.keyUpHandler(evt);
                });
            });
            
    </script>

    然后我们来开始讲解:

    首先是playground,此函数定义要用于显示游戏 div,这里定义的是300*400,第三个参数是刷新率,默认是30.

    playground.addSprite就是在游戏场景里添加精灵,这款游戏主要是一个小球,一个板。就这样,游戏算是完成一半了,然后给精灵加上速度,jquery对象的gameQuery.obj就可以了,这里写的是$().gameQuery.velX,再然后是调用renderBall进行球运动,再监视按键控制板的运动,最后就是检测碰撞。

    球与板的碰撞,球与墙面的碰撞, gamequery提供有一个方法来检测,collision(filter),如:

    $("#ball").collision("#player").each(function(){                
                            $(
    '#ball').get(0).gameQuery.velY = -$('#ball').get(0).gameQuery.velY;
                            $(
    '#player').get(0).gameQuery.score++;
                        });
    这里碰撞后就改变了Y轴的方向.
    http://gamequery.onaluf.org/api.php
    在这里,可以看到它的API,基本上游戏该有的它都有了,看下例子就明白了,是不是很简单?由于这东西是几年前做的,我也讲不清楚了,有兴趣的可以研究下。这里还有教程:http://gamequery.onaluf.org/tutorials/1/
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  • 原文地址:https://www.cnblogs.com/tianxiangbing/p/gamequery.html
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