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JavaScript实现一个简单的圣诞游戏

2024-04-02 19:55

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前言

圣诞节快来了,热榜都被一堆圣诞树攻占了,这样的流量密码我怎么会错过,大家都发圣诞树,我就不发啦,直接分享一个圣诞小游戏给大家玩,代码太长一定要先赞和收藏。

实现效果

一个简单的2D网页小游戏它的制作过程是有规律可寻的,它每个部分都有一定的套路,我们应该

把有规律的部分总结在一起,形成一个模板,把相应的模板写好了,到要生产某个对象时就可以用

模板,还有游戏的整个流程每个函数,每个js文件之间都是分工明确的;我们要总结好了才写,

不要想到哪就写哪,这样虽然结果是相同的,但可能代码的可读性和维护性不是很强,思路不是很

清晰。

代码

代码这块没啥好说的,直接给大家贴上代码了,简单直接,能运行可以玩就可以了,分享给自己的朋友或者自己摸鱼玩,就图一乐。文件我已经打包好了,需要的话可以私我哦。

CSS代码


body { background:rgb(8,8,58);
  margin:0;
}

#wrapper {
  width:500px;
  margin-left:auto;
  margin-right:auto;
  margin-top:20px;
}

JS代码


​var canvas = document.getElementById("canvas"),
    ctx = canvas.getContext("2d"),
    elfImage = document.getElementById("elf");
greenGiftImage = document.getElementById("green_gift");
redGiftImage = document.getElementById("red_gift");
blueGiftImage = document.getElementById("blue_gift");
bombImage = document.getElementById("bomb");
bangImage = document.getElementById("bang");

var x = canvas.width/2;
var y = canvas.height-30;
var dx = 2;
var dy = -2;
const elfHeight = 70;
const elfWidth = 55;
var elfX = (canvas.width-elfWidth)/2;
const elfSpeed = 10;
var rightPressed = false;
var leftPressed = false;
var spacePressed = false;
var spawnInterval;
var spawnTimer = 50;
var gifts = [];
var maxGift = 0;
const giftWidth = 40;
const giftHeight = 40;
var timer = 0;
var giftRotation = 0;
const TO_RADIANS = Math.PI/180; 
var score = 0;
var health = 3;
const bombChance = 5;
var elfRotation = 0;
var bangX;
var bangTime;
var snowHeight = 6;
var spawnTimeChangeInterval = 3000;
var titleColours = [];

// snowflake stuff
var snowflakes = [];
const maxSnowflakes = 80;
const snowflakeSize = 3;
const snowflakeMinSpeed = 1;
const snowflakeMaxSpeed = 4;
const snowflakeColours = ["rgba(255,255,255,0.95)", "rgba(255,255,255,0.65)","rgba(255,255,255,0.4)"];

const gameModes = {
  TITLE: 'title',
  PLAYING: 'playing',
  GAMEOVER: 'gameover'
};

var gameMode = gameModes.TITLE;

document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);

function keyDownHandler(e) {
  if(e.key == "Right" || e.key == "ArrowRight") {
    rightPressed = true;
  }
  else if(e.key == "Left" || e.key == "ArrowLeft") {
    leftPressed = true;
  } else if(e.code == "Space") {
    spacePressed = true;
  }
}

function keyUpHandler(e) {
  if(e.key == "Right" || e.key == "ArrowRight") {
    rightPressed = false;
  }
  else if(e.key == "Left" || e.key == "ArrowLeft") {
    leftPressed = false;
  } else if(e.code == "Space") {
    spacePressed = false;
  }
}

function draw() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  drawSnow();

  timer++;

  switch (gameMode) {
    case gameModes.TITLE:
      titleScreen(); 
      break;
    case gameModes.GAMEOVER:
      gameOver();
      break;
    case gameModes.PLAYING:
      gameLoop();
      break;
  }
}

function titleScreen() {
  if (timer > titleColours.length) timer=0;

  ctx.font = "50px Arial";
  ctx.fillStyle = titleColours[timer]; 
  ctx.fillText(`圣诞抓礼物!`, 0, 50);
  ctx.fillStyle = "yellow"; 

  ctx.font = "30px Arial";
  ctx.fillText(`请按空格键开始!`, 65, 140);

  var highScore = getHighScore();
  if (highScore != -1) ctx.fillText(`High Score: ${highScore}`, 90, 220);

  drawRotatedImage(elfImage, canvas.width/2 - elfWidth/2, 330, elfRotation, 200);
  elfRotation+=2;
  if (elfRotation > 359) elfRotation = 0;

  if (spacePressed && timer > 5) {
    setGameMode(gameModes.PLAYING);
  }
}

function gameLoop() {
  drawSnowPerson();
  spawnGifts();
  processGifts();
  drawFloor();
  drawHUD();
  drawElf();
  drawBang();

  if(rightPressed) {
    elfX += elfSpeed;
    if (elfX + elfWidth > canvas.width){
      elfX = canvas.width - (elfWidth + 5);
    }
  }
  else if(leftPressed) {
    elfX -= elfSpeed;
    if (elfX < -15){
      elfX = -15;
    }
  }
}

function gameOver() {
  ctx.font = "50px Arial";
  ctx.fillStyle = "yellow";
  ctx.fillText(`GAME OVER!`, 80, 200);
  ctx.font = "30px Arial";
  ctx.fillText(`Final score: ${score}`,130, 240);
  ctx.fillText('Press space to continue',80, 280);

  if (spacePressed && timer > 5) {
    initialiseGame();
    setGameMode(gameModes.TITLE);
  }
}

function processGifts() {
  gifts.forEach((g) => {
    if (g && g.alive) { 
      // draw gift
      drawGift(g);
      if (g.y > canvas.height) {
        g.alive = false;
        if (!g.bomb) score--;
      }

      // move gift
      g.y+=g.speed;

      // rotate gift
      g.rotation+=5;
      if ( g.rotation > 359) g.rotation = 0;

      // check for collision
      if ((g.y + (giftHeight/2)) >= ((canvas.height - elfHeight - snowHeight) + 20)
          && (g.y<canvas.height-snowHeight+20)) {
        if ((elfX + 25) <= (g.x + (giftWidth/2)) && ((elfX+20) + (elfWidth)) >= g.x )
        {
          g.alive = false;
          if (!g.bomb) { 
            score+=5;
          } else {
            doBombCollision();
          }
        }
      }
    }
  });
}

function drawGift(g) {
  switch (g.colour) {
    case 1:
      drawColouredGift(greenGiftImage, g);
      break;
    case 2:
      drawColouredGift(redGiftImage, g);
      break;
    case 3:
      drawColouredGift(blueGiftImage, g);
      break;
    case 4:
      drawRotatedImage(bombImage, g.x, g.y, 180, 45);
      break;
  }
}

function drawColouredGift(colourImage, g) {
  drawRotatedImage(colourImage, g.x, g.y, g.rotation, 35);
}

function doBombCollision() {
  health--;
  bangX=elfX;
  bangTime = 5;
  if (health == 0) {
    setHighScore();
    setGameMode(gameModes.GAMEOVER);
  }
}

function drawBang() {
  if (bangTime > 0) {
    bangTime--;
    ctx.drawImage(bangImage, bangX, (canvas.height-75)-snowHeight, 75,75);
  }
}


function drawElf() {
  ctx.drawImage(elfImage, elfX,(canvas.height - elfHeight) - (snowHeight - 2),80,80);
}

function spawn() {
  var newX = 5 + (Math.random() * (canvas.width - 5));

  var colour;
  var bomb = false;

  if (randomNumber(1,bombChance) == bombChance) {
    colour = 4;
    bomb = true;
  } else {
    colour = randomNumber(1,3);
  }

  var newGift = {
    x: newX,
    y: 0,
    speed: randomNumber(2,6),
    alive: true,
    rotation: 0,
    colour: colour,
    bomb: bomb,
  };

  gifts[maxGift] = newGift;
  maxGift++;
  if (maxGift > 75) {
    maxGift = 0;
  }
}

function spawnGifts() {
  if (timer > spawnTimer) {
    spawn();
    timer = 0;
  }
}

function drawRotatedImage(image, x, y, angle, scale)
{ 
  ctx.save(); 
  ctx.translate(x, y);
  ctx.rotate(angle * TO_RADIANS);
  ctx.drawImage(image, -(image.width/2), -(image.height/2), scale, scale);
  ctx.restore(); 
}

function drawHUD() {
  ctx.font = "20px Arial";
  ctx.fillStyle = "yellow";
  ctx.fillText(`Score: ${score}`, 0, 25);

  var heart = '❤';
  var hearts = health > 0 ? heart.repeat(health) : " ";
  ctx.fillText("Helf:", canvas.width - 120, 25);
  ctx.fillStyle = "red";
  ctx.fillText(`${hearts}`, canvas.width - 60, 26);
}

function initialiseGame() {
  health = 3;
  elfX = (canvas.width-elfWidth)/2;
  bangTime = 0;
  score = 0;
  snowHeight = 6;
  timer = 0;
  spawnTimer = 50;
  gifts = [];
}

function initialiseSnow() {
  for (i=0; i<maxSnowflakes; i++) {
    var startY = -randomNumber(0, canvas.height);
    snowflakes[i] = {
      x: randomNumber(0, canvas.width-snowflakeSize),
      y: startY,
      startY: startY,
      colour: snowflakeColours[randomNumber(0,3)],
      radius: (Math.random() * 3 + 1),
      speed: randomNumber(snowflakeMinSpeed, snowflakeMaxSpeed)
    };
  }
}

function drawSnow() {
  for (i=0; i<maxSnowflakes; i++) {
    snowflakes[i].y+=snowflakes[i].speed;
    if (snowflakes[i].y>canvas.height) snowflakes[i].y = snowflakes[i].startY;
    ctx.beginPath();
    ctx.arc(snowflakes[i].x, snowflakes[i].y, snowflakes[i].radius, 0, 2 * Math.PI, false);
    ctx.fillStyle = snowflakes[i].colour;
    ctx.fill();
  }
}

function drawFloor() {
  var snowTopY = canvas.height - snowHeight;

  ctx.fillStyle = '#fff';
  ctx.beginPath();
  ctx.moveTo(0, snowTopY);
  ctx.lineTo(canvas.width, snowTopY);
  ctx.lineTo(canvas.width, canvas.height);
  ctx.lineTo(0, canvas.height);
  ctx.closePath();
  ctx.fill();
}

function drawSnowPerson() {
  var snowTopY = canvas.height - snowHeight;

  drawCircle("#fff", 100, snowTopY-20, 40);
  drawCircle("#fff", 100, snowTopY-70, 20);
  drawRectangle("#835C3B", 85, snowTopY-105, 30, 20);
  drawRectangle("#835C3B", 75, snowTopY-90, 50, 6);
  drawTriangle("#ffa500", 100, snowTopY-64, 7);
  drawCircle("#000", 93, snowTopY-76, 3);
  drawCircle("#000", 108, snowTopY-76, 3);
  drawCircle("#000", 100, snowTopY-40, 2);
  drawCircle("#000", 100, snowTopY-30, 2);
  drawCircle("#000", 100, snowTopY-20, 2);
}

function drawTriangle(color, x, y, height) {
  ctx.strokeStyle = ctx.fillStyle = color;
  ctx.beginPath();
  ctx.moveTo(x, y);
  ctx.lineTo(x - height, y - height);
  ctx.lineTo(x + height, y - height);
  ctx.fill();
}

function drawCircle(color, x, y, radius) {
  ctx.strokeStyle = ctx.fillStyle = color;
  ctx.beginPath();
  ctx.arc(x, y, radius, 0, Math.PI * 2, true);
  ctx.closePath();
  ctx.stroke();
  ctx.fill();
}

function drawRectangle(color, x, y, width, height) {
  ctx.strokeStyle = ctx.fillStyle = color;
  ctx.fillRect(x, y, width, height);
}

function randomNumber(low, high) {
  return Math.floor(Math.random() * high) + low; 
}

function makeColorGradient(frequency1, frequency2, frequency3,
                            phase1, phase2, phase3,
                            center, width, len) {
  var colours = [];

  for (var i = 0; i < len; ++i)
  {
    var r = Math.sin(frequency1*i + phase1) * width + center;
    var g = Math.sin(frequency2*i + phase2) * width + center;
    var b = Math.sin(frequency3*i + phase3) * width + center;
    colours.push(RGB2Color(r,g,b));
  }
  return colours;
}

function RGB2Color(r,g,b) {
  return '#' + byte2Hex(r) + byte2Hex(g) + byte2Hex(b);
}

function byte2Hex(n) {
  var nybHexString = "0123456789ABCDEF";
  return String(nybHexString.substr((n >> 4) & 0x0F,1)) + nybHexString.substr(n & 0x0F,1);
}

function setColourGradient() {
  center = 128;
  width = 127;
  steps = 6;
  frequency = 2*Math.PI/steps;
  return makeColorGradient(frequency,frequency,frequency,0,2,4,center,width,50);
}

function initialiseSpawnInterval() {
  if (gameMode === gameModes.PLAYING && spawnTimer>2) {
    spawnTimer--;
    spawnTimeChangeInterval-=50;
  }
}

function setGameMode(mode) {
  gameMode = mode;
  timer=0;
}

function raiseSnow() {
  if (gameMode === gameModes.PLAYING && snowHeight < canvas.height) {
    snowHeight++;
  }
}

function setHighScore() {
  var currentHighScore = getHighScore();
  if (currentHighScore !=-1 && score > currentHighScore) {
    localStorage.setItem("highScore", score);
  }
}

function getHighScore() {
  if (!localStorage) return -1;
  var highScore = localStorage.getItem("highScore");
  return highScore || 0;
}

titleColours = setColourGradient();
initialiseSnow();
setInterval(draw, 30);
setInterval(initialiseSpawnInterval, spawnTimeChangeInterval);
setInterval(raiseSnow, 666);

html代码


<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>Elf Gift Catch</title>

<link rel="stylesheet" href="css/style.css" rel="external nofollow" >#中间省略N个代码太长了

</head>
<body>

<div id="wrapper">

	<canvas id="canvas" width="450" height="540"></canvas>
	
</div>


  
</div>

<script  src="js/script.js"></script>

</body>
</html>

演示流程

打包的文件就三个,一个css的代码,一个JS的代码,还有一个html的文件,打包好之后,点击html的文件就能直接运行了呢。

以上就是JavaScript实现一个简单的圣诞游戏的详细内容,更多关于JavaScript圣诞游戏的资料请关注编程网其它相关文章!

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