这篇文章主要介绍了怎么用Vue3+Canvas实现坦克大战游戏的相关知识,内容详细易懂,操作简单快捷,具有一定借鉴价值,相信大家阅读完这篇怎么用Vue3+Canvas实现坦克大战游戏文章都会有所收获,下面我们一起来看看吧。
架构搭建
项目技术选型为 vue3、vite、less、pnpm、ts,按照vue3 官网文档来新建项目,注意:虽然我用了 vue3 实际上只是强行尝鲜,主体内容都是 js 用到的框架特性有限。
$ pnpm create vite <project-name> -- --template vue$ cd <project-name>$ pnpm install$ pnpm add -D less$ pnpm dev
Canvas 构造函数
游戏的核心为 canvas 画布和坦克元素,我们定义两个构造函数
canvas 构造函数的定义参数、方法:dom、dimension 尺寸、renderTo 渲染函数、drawText 文本绘制函数、drawImageSlice 图片绘制函数
画布绘制
canvas 图层按照一般的游戏设计优化理念,需要为静态背景和动态元素单独用不同的 canvas 图层表示,每次更新时只需要重新绘制动态元素就好了,我抽象出一个渲染函数
// 渲染this.renderTo = function renderTo(container_id) { if (!is_rendered) { let container = document.getElementById(container_id) //画布起始坐标 dom = document.createElement('canvas') // 创造canvas画布 dom.setAttribute('class', 'canvas') ctx = dom.getContext('2d') dom.setAttribute('width', container.clientWidth) dom.setAttribute('height', container.clientHeight) // 画布尺寸 dimension = { x: container.clientWidth, y: container.clientHeight, } container.insertBefore(dom, container.firstChild) // 插入cantainer容器 }}
文本渲染
想要知道画布中的具体位置坐标,可以定义一个函数,当鼠标滑动时候执行来将当前位置坐标绘制出来
this.drawText = function drawText(text, offset_left, offset_top, font) { ctx.font = font || '25px Calibri' ctx.fillStyle = '#fff' ctx.fillText(text, offset_left, offset_top)}
画布重绘前的 clear
每次重绘前需要先擦掉整个画布
this.clear = function clear() { ctx.clearRect(0, 0, dimension.x, dimension.y)}
核心:绘制函数
坦克、子弹、建筑等元素等绘制都是通过这个函数来完成的,实现远离是利用来雪碧图,通过坐标抓取特定位置的图片元素来获取各种不同坦克等元素的UI;
通过 rotate 旋转元素来实现坦克的转向;
this.drawImageSlice = function drawImage(img_ele, sx, sy, sWidth, sHeight, x, y, rotatation) { ctx.save() ctx.translate((2 * x + sWidth) / 2, (2 * y + sHeight) / 2) // 改变起始点坐标 ctx.rotate((Math.PI / 180) * rotatation) // 旋转 x = x || 0 y = y || 0 ctx.drawImage(img_ele, sx, sy, sWidth, sHeight, -sWidth / 2, -sHeight / 2, sWidth, sHeight) ctx.restore() // 复原}
BattleCity 构造函数
BattleCity 构造函数定义坦克的各种配置信息,和方法函数
let TankConfig = function (cfg) { this.explosion_count = cfg.explosion_count this.width = cfg.type.dimension[0] this.height = cfg.type.dimension[1] this.missle_type = cfg.missle_type || MISSILE_TYPE.NORMAL this.x = cfg.x || 0 this.y = cfg.y || 0 this.direction = cfg.direction || DIRECTION.UP this.is_player = cfg.is_player || 0 this.moving = cfg.moving || 0 this.alive = cfg.alive || 1 this.border_x = cfg.border_x || 0 this.border_y = cfg.border_y || 0 this.speed = cfg.speed || TANK_SPEED this.direction = cfg.direction || DIRECTION.UP this.type = cfg.type || TANK_TYPE.PLAYER0}
实现坦克的移动
用键盘的 W、S、A、D、来表示上下左右方向键,按下键盘则会触发对应坦克实例的 move 函数,用于计算移动后的位置坐标信息,注意:对边界条件的判断,不可使其超出战场边界。
CanvasSprite.prototype.move = function (d, obstacle_sprites) { this.direction = d switch (d) { case DIRECTION.UP: if ((obstacle_sprites && !this.checkRangeOverlap(obstacle_sprites)) || !obstacle_sprites) { this.y -= this.speed if (this.y <= 5) { if (!this.out_of_border_die) { this.y = 0 } else { // this.alive = 0; this.explode() document.getElementById('steelhit').play() } } } break case DIRECTION.DOWN: if ((obstacle_sprites && !this.checkRangeOverlap(obstacle_sprites)) || !obstacle_sprites) { this.y += this.speed if (this.y + this.height >= this.border_y - 10) { if (!this.out_of_border_die) { this.y = this.border_y - this.height } else { // this.alive = 0; this.explode() document.getElementById('steelhit').play() } } } break case DIRECTION.LEFT: if ((obstacle_sprites && !this.checkRangeOverlap(obstacle_sprites)) || !obstacle_sprites) { this.x -= this.speed if (this.x <= 5) { if (!this.out_of_border_die) { this.x = 0 } else { // this.alive = 0; this.explode() document.getElementById('steelhit').play() } } } break case DIRECTION.RIGHT: if ((obstacle_sprites && !this.checkRangeOverlap(obstacle_sprites)) || !obstacle_sprites) { this.x += this.speed if (this.x + this.width >= this.border_x - 10) { if (!this.out_of_border_die) { this.x = this.border_x - this.width } else { // this.alive = 0; this.explode() document.getElementById('steelhit').play() } } } break } }
坦克发射子弹的逻辑
首先需要定义子弹的配置信息以及构造函数;
let MissileConfig = function (cfg) { this.x = cfg.x this.y = cfg.y this.type = cfg.type || MISSILE_TYPE.NORMAL this.width = cfg.width || this.type.dimension[0] this.height = cfg.height || this.type.dimension[1] this.direction = cfg.direction || DIRECTION.UP this.is_from_player = cfg.is_from_player this.out_of_border_die = cfg.out_of_border_die || 1 // 判断边界类型 this.border_x = cfg.border_x || 0 this.border_y = cfg.border_y || 0 this.speed = cfg.speed || TANK_SPEED this.alive = cfg.alive || 1} var Missile = function (MissileConfig) { var x = MissileConfig.x var y = MissileConfig.y var width = MissileConfig.width var height = MissileConfig.width var direction = MissileConfig.direction this.type = MissileConfig.type this.is_from_player = MissileConfig.is_from_player || 0 var explosion_count = 0 CanvasSprite.apply(this, [ { alive: 1, out_of_border_die: 1, border_y: HEIGHT, border_x: WIDTH, speed: MISSILE_SPEED, direction: direction, x: x, y: y, width: width, height: height, }, ]) this.isDestroied = function () { return explosion_count > 0 } this.explode = function () { if (explosion_count++ === 5) { this.alive = 0 } } this.getImg = function () { if (explosion_count > 0) { return { width: TANK_EXPLOSION_FRAME[explosion_count].dimension[0], height: TANK_EXPLOSION_FRAME[explosion_count].dimension[1], offset_x: TANK_EXPLOSION_FRAME[explosion_count].image_coordinates[0], offset_y: TANK_EXPLOSION_FRAME[explosion_count].image_coordinates[1], } } else { return { width: width, height: height, offset_x: this.type.image_coordinates[0], offset_y: this.type.image_coordinates[1], } } } this.getHeadCoordinates = function () { var h_x, h_y switch (this.direction) { case DIRECTION.UP: h_x = this.x + this.width / 2 - this.type.dimension[0] / 2 h_y = this.y - this.type.dimension[1] / 2 break case DIRECTION.DOWN: h_x = this.x + this.width / 2 - this.type.dimension[0] / 2 h_y = this.y + this.height - this.type.dimension[1] / 2 break case DIRECTION.LEFT: h_x = this.x h_y = this.y + this.width / 2 - this.type.dimension[0] / 2 break case DIRECTION.RIGHT: h_x = this.x + this.height h_y = this.y + this.width / 2 - this.type.dimension[0] / 2 } console.log({ x: h_x, y: h_y, }) return { x: h_x, y: h_y, } } this._generateId = function () { return uuidv4() } sprites[this._generateId()] = this }
然后再定义一个 fire 开发函数,当开火后,会使用 window.requestAnimationFrame() 来达到循环的效果,每次重绘最新的位置信息
this.fire = function (boolean_type) { if (!this.missle || !this.missle.alive) { var coor = this.getCannonCoordinates() this.missle = new Missile( new MissileConfig({ x: coor.x, y: coor.y, direction: this.direction, type: this.miss_type, is_from_player: boolean_type, }) ) if (boolean_type) { document.getElementById('shoot').play() } } }
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