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<html>
<head>
<meta charset="utf8">
<title>Pac-Man 吃豆游戏</title>
<style>
/* 这里粘贴 index.html 中的 CSS 样式 */
body{background-color: #292929}
*{padding:0;margin:0;}
.wrapper{
width: 960px;
margin:0 auto;
line-height:36px;
text-align:center;
color:#999;
}
canvas{display:block;background: #000;}
.mod-botton{
height: 32px;
padding: 15px 0;
text-align: center;
}
</style>
</head>
<body>
<div class="wrapper">
<canvas id="canvas" width="960" height="640">不支持画布</canvas>
<p>按[空格]暂停或继续</p>
</div>
<script>
'use strict';
/*
* 小型游戏引擎
*/
// requestAnimationFrame polyfill
if (!Date.now)
Date.now = function() { return new Date().getTime(); };
(function() {
'use strict';
var vendors = ['webkit', 'moz'];
for (var i = 0; i < vendors.length && !window.requestAnimationFrame; ++i) {
var vp = vendors[i];
window.requestAnimationFrame = window[vp+'RequestAnimationFrame'];
window.cancelAnimationFrame = (window[vp+'CancelAnimationFrame'] || window[vp+'CancelRequestAnimationFrame']);
}
if (/iP(ad|hone|od).*OS 6/.test(window.navigator.userAgent) // iOS6 is buggy
|| !window.requestAnimationFrame || !window.cancelAnimationFrame) {
var lastTime = 0;
window.requestAnimationFrame = function(callback) {
var now = Date.now();
var nextTime = Math.max(lastTime + 16, now);
return setTimeout(function() { callback(lastTime = nextTime); },
nextTime - now);
};
window.cancelAnimationFrame = clearTimeout;
}
}());
function Game(id,params){
var _ = this;
var settings = {
width:960, //画布宽度
height:640 //画布高度
};
var _extend = function(target,settings,params){
params = params||{};
for(var i in settings){
target[i] = params[i]||settings[i];
}
return target;
};
_extend(_,settings,params);
var $canvas = document.getElementById(id);
$canvas.width = _.width;
$canvas.height = _.height;
var _context = $canvas.getContext('2d'); //画布上下文环境
var _stages = []; //布景对象队列
var _events = {}; //事件集合
var _index=0, //当前布景索引
_hander; //帧动画控制
//活动对象构造
var Item = function(params){
this._params = params||{};
this._id = 0; //标志符
this._stage = null; //与所属布景绑定
this._settings = {
x:0, //位置坐标:横坐标
y:0, //位置坐标:纵坐标
width:20, //宽
height:20, //高
type:0, //对象类型,0表示普通对象(不与地图绑定),1表示玩家控制对象,2表示程序控制对象
color:'#F00', //标识颜色
status:1, //对象状态,0表示未激活/结束,1表示正常,2表示暂停,3表示临时,4表示异常
orientation:0, //当前定位方向,0表示右,1表示下,2表示左,3表示上
speed:0, //移动速度
//地图相关
location:null, //定位地图,Map对象
coord:null, //如果对象与地图绑定,需设置地图坐标;若不绑定,则设置位置坐标
path:[], //NPC自动行走的路径
vector:null, //目标坐标
//布局相关
frames:1, //速度等级,内部计算器times多少帧变化一次
times:0, //刷新画布计数(用于循环动画状态判断)
timeout:0, //倒计时(用于过程动画状态判断)
control:{}, //控制缓存,到达定位点时处理
update:function(){}, //更新参数信息
draw:function(){} //绘制
};
_extend(this,this._settings,this._params);
};
Item.prototype.bind = function(eventType,callback){
if(!_events[eventType]){
_events[eventType] = {};
$canvas.addEventListener(eventType,function(e){
var position = _.getPosition(e);
_stages[_index].items.forEach(function(item){
if(Math.abs(position.x-item.x)<item.width/2&&Math.abs(position.y-item.y)<item.height/2){
var key = 's'+_index+'i'+item._id;
if(_events[eventType][key]){
_events[eventType][key](e);
}
}
});
e.preventDefault();
});
}
_events[eventType]['s'+this._stage.index+'i'+this._id] = callback.bind(this); //绑定作用域
};
//地图对象构造器
var Map = function(params){
this._params = params||{};
this._id = 0; //标志符
this._stage = null; //与所属布景绑定
this._settings = {
x:0, //地图起点坐标
y:0,
size:20, //地图单元的宽度
data:[], //地图数据
x_length:0, //二维数组x轴长度
y_length:0, //二维数组y轴长度
frames:1, //速度等级,内部计算器times多少帧变化一次
times:0, //刷新画布计数(用于循环动画状态判断)
cache:false, //是否静态(如静态则设置缓存)
update:function(){}, //更新地图数据
draw:function(){}, //绘制地图
};
_extend(this,this._settings,this._params);
};
//获取地图上某点的值
Map.prototype.get = function(x,y){
if(this.data[y]&&typeof this.data[y][x]!='undefined'){
return this.data[y][x];
}
return -1;
};
//设置地图上某点的值
Map.prototype.set = function(x,y,value){
if(this.data[y]){
this.data[y][x] = value;
}
};
//地图坐标转画布坐标
Map.prototype.coord2position = function(cx,cy){
return {
x:this.x+cx*this.size+this.size/2,
y:this.y+cy*this.size+this.size/2
};
};
//画布坐标转地图坐标
Map.prototype.position2coord = function(x,y){
var fx = Math.abs(x-this.x)%this.size-this.size/2;
var fy = Math.abs(y-this.y)%this.size-this.size/2;
return {
x:Math.floor((x-this.x)/this.size),
y:Math.floor((y-this.y)/this.size),
offset:Math.sqrt(fx*fx+fy*fy)
};
};
//寻址算法
Map.prototype.finder = function(params){
var defaults = {
map:null,
start:{},
end:{},
type:'path'
};
var options = _extend({},defaults,params);
if(options.map[options.start.y][options.start.x]||options.map[options.end.y][options.end.x]){ //当起点或终点设置在墙上
return [];
}
var finded = false;
var result = [];
var y_length = options.map.length;
var x_length = options.map[0].length;
var steps = []; //步骤的映射
for(var y=y_length;y--;){
steps[y] = new Array(x_length).fill(0);
}
var _getValue = function(x,y){ //获取地图上的值
if(options.map[y]&&typeof options.map[y][x]!='undefined'){
return options.map[y][x];
}
return -1;
};
var _next = function(to){ //判定是否可走,可走放入列表
var value = _getValue(to.x,to.y);
if(value<1){
if(value==-1){
to.x = (to.x+x_length)%x_length;
to.y = (to.y+y_length)%y_length;
to.change = 1;
}
if(!steps[to.y][to.x]){
result.push(to);
}
}
};
var _render = function(list){//找线路
var new_list = [];
var next = function(from,to){
var value = _getValue(to.x,to.y);
if(value<1){ //当前点是否可以走
if(value==-1){
to.x = (to.x+x_length)%x_length;
to.y = (to.y+y_length)%y_length;
to.change = 1;
}
if(to.x==options.end.x&&to.y==options.end.y){
steps[to.y][to.x] = from;
finded = true;
}else if(!steps[to.y][to.x]){
steps[to.y][to.x] = from;
new_list.push(to);
}
}
};
list.forEach(function(current){
next(current,{y:current.y+1,x:current.x});
next(current,{y:current.y,x:current.x+1});
next(current,{y:current.y-1,x:current.x});
next(current,{y:current.y,x:current.x-1});
});
if(!finded&&new_list.length){
_render(new_list);
}
};
_render([options.start]);
if(finded){
var current=options.end;
if(options.type=='path'){
while(current.x!=options.start.x||current.y!=options.start.y){
result.unshift(current);
current=steps[current.y][current.x];
}
}else if(options.type=='next'){
_next({x:current.x+1,y:current.y});
_next({x:current.x,y:current.y+1});
_next({x:current.x-1,y:current.y});
_next({x:current.x,y:current.y-1});
}
}
return result;
};
//布景对象构造器
var Stage = function(params){
this._params = params||{};
this._settings = {
index:0, //布景索引
status:0, //布景状态,0表示未激活/结束,1表示正常,2表示暂停,3表示临时,4表示异常
maps:[], //地图队列
audio:[], //音频资源
images:[], //图片资源
items:[], //对象队列
timeout:0, //倒计时(用于过程动画状态判断)
update:function(){} //嗅探,处理布局下不同对象的相对关系
};
_extend(this,this._settings,this._params);
};
//添加对象
Stage.prototype.createItem = function(options){
var item = new Item(options);
//动态属性
if(item.location){
var position = item.location.coord2position(item.coord.x,item.coord.y);
item.x = position.x;
item.y = position.y;
}
//关系绑定
item._stage = this;
item._id = this.items.length;
this.items.push(item);
return item;
};
//重置物体位置
Stage.prototype.resetItems = function(){
this.status = 1;
this.items.forEach(function(item,index){
_extend(item,item._settings,item._params);
if(item.location){
var position = item.location.coord2position(item.coord.x,item.coord.y);
item.x = position.x;
item.y = position.y;
}
});
};
//获取对象列表
Stage.prototype.getItemsByType = function(type){
return this.items.filter(function(item){
if(item.type==type){
return item;
}
});
};
//添加地图
Stage.prototype.createMap = function(options){
var map = new Map(options);
//动态属性
map.data = JSON.parse(JSON.stringify(map._params.data));
map.y_length = map.data.length;
map.x_length = map.data[0].length;
map.imageData = null;
//关系绑定
map._stage = this;
map._id = this.maps.length;
this.maps.push(map);
return map;
};
//重置地图
Stage.prototype.resetMaps = function(){
this.status = 1;
this.maps.forEach(function(map){
_extend(map,map._settings,map._params);
map.data = JSON.parse(JSON.stringify(map._params.data));
map.y_length = map.data.length;
map.x_length = map.data[0].length;
map.imageData = null;
});
};
//重置
Stage.prototype.reset = function(){
_extend(this,this._settings,this._params);
this.resetItems();
this.resetMaps();
};
//绑定事件
Stage.prototype.bind = function(eventType,callback){
if(!_events[eventType]){
_events[eventType] = {};
window.addEventListener(eventType,function(e){
var key = 's' + _index;
if(_events[eventType][key]){
_events[eventType][key](e);
}
e.preventDefault();
});
}
_events[eventType]['s'+this.index] = callback.bind(this); //绑定事件作用域
};
//动画开始
this.start = function() {
var f = 0; //帧数计算
var fn = function(){
var stage = _stages[_index];
_context.clearRect(0,0,_.width,_.height); //清除画布
_context.fillStyle = '#000000';
_context.fillRect(0,0,_.width,_.height);
f++;
if(stage.timeout){
stage.timeout--;
}
if(stage.update()!=false){ //update返回false,则不绘制
stage.maps.forEach(function(map){
if(!(f%map.frames)){
map.times = f/map.frames; //计数器
}
if(map.cache){
if(!map.imageData){
_context.save();
map.draw(_context);
map.imageData = _context.getImageData(0,0,_.width,_.height);
_context.restore();
}else{
_context.putImageData(map.imageData,0,0);
}
}else{
map.update();
map.draw(_context);
}
});
stage.items.forEach(function(item){
if(!(f%item.frames)){
item.times = f/item.frames; //计数器
}
if(stage.status==1&&item.status!=2){ //对象及布景状态都不处于暂停状态
if(item.location){
item.coord = item.location.position2coord(item.x,item.y);
}
if(item.timeout){
item.timeout--;
}
item.update();
}
item.draw(_context);
});
}
_hander = requestAnimationFrame(fn);
};
_hander = requestAnimationFrame(fn);
};
//动画结束
this.stop = function(){
_hander&&cancelAnimationFrame(_hander);
};
//事件坐标
this.getPosition = function(e){
var box = $canvas.getBoundingClientRect();
return {
x:e.clientX-box.left*(_.width/box.width),
y:e.clientY-box.top*(_.height/box.height)
};
}
//创建布景
this.createStage = function(options){
var stage = new Stage(options);
stage.index = _stages.length;
_stages.push(stage);
return stage;
};
//指定布景
this.setStage = function(index){
_stages[_index].status = 0;
_index = index;
_stages[_index].status = 1;
return _stages[_index];
};
//下个布景
this.nextStage = function(){
if(_index<_stages.length-1){
return this.setStage(++_index);
}else{
throw new Error('unfound new stage.');
}
};
//初始化游戏引擎
this.init = function(){
_index = 0;
this.start();
};
}
</script>
<script>
//主程序,业务逻辑
(function(){
var _DATA = [ //地图数据
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1],
[1,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,1],
[1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,1,1,2,2,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,2,2,2,2,2,2,1,0,1,1,0,1,1,1,1,1,1],
[0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,0,1,1,0,1,2,2,2,2,2,2,1,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1],
[1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1],
[1,1,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,0,1,1,1],
[1,1,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,0,1,1,1],
[1,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,1],
[1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1],
[1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
],
_GOODS = { //能量豆
'1,3':1,
'26,3':1,
'1,23':1,
'26,23':1
},
_COS = [1,0,-1,0],
_SIN = [0,1,0,-1],
_COLOR = ['#F00','#F93','#0CF','#F9C'],//红,橙,
_LIFE = 3,
_SCORE = 0; //得分
var game = new Game('canvas');
//启动页
(function(){
var stage = game.createStage();
//logo
stage.createItem({
x:game.width/2,
y:game.height*.45,
width:100,
height:100,
frames:3,
draw:function(context){
var t = Math.abs(5-this.times%10);
context.fillStyle = '#FFE600';
context.beginPath();
context.arc(this.x,this.y,this.width/2,t*.04*Math.PI,(2-t*.04)*Math.PI,false);
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
context.fillStyle = '#000';
context.beginPath();
context.arc(this.x+5,this.y-27,7,0,2*Math.PI,false);
context.closePath();
context.fill();
}
});
//游戏名
stage.createItem({
x:game.width/2,
y:game.height*.6,
draw:function(context){
context.font = 'bold 42px Helvetica';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillStyle = '#FFF';
context.fillText('Pac-Man',this.x,this.y);
}
});
//版权信息
stage.createItem({
x:game.width-12,
y:game.height-5,
draw:function(context){
context.font = '14px Helvetica';
context.textAlign = 'right';
context.textBaseline = 'bottom';
context.fillStyle = '#AAA';
context.fillText('© passer-by.com',this.x,this.y);
}
});
//事件绑定
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13:
case 32:
game.nextStage();
break;
}
});
})();
//游戏主程序
(function(){
var stage,map,beans,player,times;
stage = game.createStage({
update:function(){
var stage = this;
if(stage.status==1){ //场景正常运行
items.forEach(function(item){
if(map&&!map.get(item.coord.x,item.coord.y)&&!map.get(player.coord.x,player.coord.y)){
var dx = item.x-player.x;
var dy = item.y-player.y;
if(dx*dx+dy*dy<750&&item.status!=4){ //物体检测
if(item.status==3){
item.status = 4;
_SCORE += 10;
}else{
stage.status = 3;
stage.timeout = 30;
}
}
}
});
if(JSON.stringify(beans.data).indexOf(0)<0){ //当没有物品的时候,进入结束画面
game.nextStage();
}
}else if(stage.status==3){ //场景临时状态
if(!stage.timeout){
_LIFE--;
if(_LIFE){
stage.resetItems();
}else{
game.nextStage();
return false;
}
}
}
}
});
//绘制地图
map = stage.createMap({
x:60,
y:10,
data:_DATA,
cache:true,
draw:function(context){
context.lineWidth = 2;
for(var j=0; j<this.y_length; j++){
for(var i=0; i<this.x_length; i++){
var value = this.get(i,j);
if(value){
var code = [0,0,0,0];
if(this.get(i+1,j)&&!(this.get(i+1,j-1)&&this.get(i+1,j+1)&&this.get(i,j-1)&&this.get(i,j+1))){
code[0]=1;
}
if(this.get(i,j+1)&&!(this.get(i-1,j+1)&&this.get(i+1,j+1)&&this.get(i-1,j)&&this.get(i+1,j))){
code[1]=1;
}
if(this.get(i-1,j)&&!(this.get(i-1,j-1)&&this.get(i-1,j+1)&&this.get(i,j-1)&&this.get(i,j+1))){
code[2]=1;
}
if(this.get(i,j-1)&&!(this.get(i-1,j-1)&&this.get(i+1,j-1)&&this.get(i-1,j)&&this.get(i+1,j))){
code[3]=1;
}
if(code.indexOf(1)>-1){
context.strokeStyle=value==2?"#FFF":"#09C";
var pos = this.coord2position(i,j);
switch(code.join('')){
case '1100':
context.beginPath();
context.arc(pos.x+this.size/2,pos.y+this.size/2,this.size/2,Math.PI,1.5*Math.PI,false);
context.stroke();
context.closePath();
break;
case '0110':
context.beginPath();
context.arc(pos.x-this.size/2,pos.y+this.size/2,this.size/2,1.5*Math.PI,2*Math.PI,false);
context.stroke();
context.closePath();
break;
case '0011':
context.beginPath();
context.arc(pos.x-this.size/2,pos.y-this.size/2,this.size/2,0,.5*Math.PI,false);
context.stroke();
context.closePath();
break;
case '1001':
context.beginPath();
context.arc(pos.x+this.size/2,pos.y-this.size/2,this.size/2,.5*Math.PI,1*Math.PI,false);
context.stroke();
context.closePath();
break;
default:
var dist = this.size/2;
code.forEach(function(v,index){
if(v){
context.beginPath();
context.moveTo(pos.x,pos.y);
context.lineTo(pos.x-_COS[index]*dist,pos.y-_SIN[index]*dist);
context.stroke();
context.closePath();
}
});
}
}
}
}
}
}
});
//物品地图
beans = stage.createMap({
x:60,
y:10,
data:_DATA,
frames:8,
draw:function(context){
for(var j=0; j<this.y_length; j++){
for(var i=0; i<this.x_length; i++){
if(!this.get(i,j)){
var pos = this.coord2position(i,j);
context.fillStyle = "#F5F5DC";
if(_GOODS[i+','+j]){
context.beginPath();
context.arc(pos.x,pos.y,3+this.times%2,0,2*Math.PI,true);
context.fill();
context.closePath();
}else{
context.fillRect(pos.x-2,pos.y-2,4,4);
}
}
}
}
}
});
//得分
stage.createItem({
x:690,
y:100,
draw:function(context){
context.font = 'bold 28px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'bottom';
context.fillStyle = '#C33';
context.fillText('SCORE',this.x,this.y);
context.font = '28px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'top';
context.fillStyle = '#FFF';
context.fillText(_SCORE,this.x+12,this.y);
}
});
//状态文字
stage.createItem({
x:690,
y:320,
frames:25,
draw:function(context){
if(stage.status==2&&this.times%2){
context.font = '24px Helvetica';
context.textAlign = 'left';
context.textBaseline = 'center';
context.fillStyle = '#09F';
context.fillText('PAUSE',this.x,this.y);
}
}
});
//生命值
stage.createItem({
x:705,
y:540,
width:30,
height:30,
draw:function(context){
for(var i=0;i<_LIFE-1;i++){
var x=this.x+40*i,y=this.y;
context.fillStyle = '#FFE600';
context.beginPath();
context.arc(x,y,this.width/2,.15*Math.PI,-.15*Math.PI,false);
context.lineTo(x,y);
context.closePath();
context.fill();
}
}
});
//NPC
for(var i=0;i<4;i++){
stage.createItem({
width:30,
height:30,
orientation:3,
color:_COLOR[i],
location:map,
coord:{x:12+i,y:14},
vector:{x:12+i,y:14},
type:2,
frames:10,
speed:1,
timeout:Math.floor(Math.random()*120),
update:function(){
var new_map;
if(this.status==3&&!this.timeout){
this.status = 1;
}
if(!this.coord.offset){ //到达坐标中心时计算
if(this.status==1){
if(!this.timeout){ //定时器
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
var id = this._id;
items.forEach(function(item){
if(item._id!=id&&item.status==1){ //NPC将其它所有还处于正常状态的NPC当成一堵墙
new_map[item.coord.y][item.coord.x]=1;
}
});
this.path = map.finder({
map:new_map,
start:this.coord,
end:player.coord
});
if(this.path.length){
this.vector = this.path[0];
}
}
}else if(this.status==3){
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
var id = this._id;
items.forEach(function(item){
if(item._id!=id){
new_map[item.coord.y][item.coord.x]=1;
}
});
this.path = map.finder({
map:new_map,
start:player.coord,
end:this.coord,
type:'next'
});
if(this.path.length){
this.vector = this.path[Math.floor(Math.random()*this.path.length)];
}
}else if(this.status==4){
new_map = JSON.parse(JSON.stringify(map.data).replace(/2/g,0));
this.path = map.finder({
map:new_map,
start:this.coord,
end:this._params.coord
});
if(this.path.length){
this.vector = this.path[0];
}else{
this.status = 1;
}
}
//是否转变方向
if(this.vector.change){
this.coord.x = this.vector.x;
this.coord.y = this.vector.y;
var pos = map.coord2position(this.coord.x,this.coord.y);
this.x = pos.x;
this.y = pos.y;
}
//方向判定
if(this.vector.x>this.coord.x){
this.orientation = 0;
}else if(this.vector.x<this.coord.x){
this.orientation = 2;
}else if(this.vector.y>this.coord.y){
this.orientation = 1;
}else if(this.vector.y<this.coord.y){
this.orientation = 3;
}
}
this.x += this.speed*_COS[this.orientation];
this.y += this.speed*_SIN[this.orientation];
},
draw:function(context){
var isSick = false;
if(this.status==3){
isSick = this.timeout>80||this.times%2?true:false;
}
if(this.status!=4){
context.fillStyle = isSick?'#BABABA':this.color;
context.beginPath();
context.arc(this.x,this.y,this.width*.5,0,Math.PI,true);
switch(this.times%2){
case 0:
context.lineTo(this.x-this.width*.5,this.y+this.height*.4);
context.quadraticCurveTo(this.x-this.width*.4,this.y+this.height*.5,this.x-this.width*.2,this.y+this.height*.3);
context.quadraticCurveTo(this.x,this.y+this.height*.5,this.x+this.width*.2,this.y+this.height*.3);
context.quadraticCurveTo(this.x+this.width*.4,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.4);
break;
case 1:
context.lineTo(this.x-this.width*.5,this.y+this.height*.3);
context.quadraticCurveTo(this.x-this.width*.25,this.y+this.height*.5,this.x,this.y+this.height*.3);
context.quadraticCurveTo(this.x+this.width*.25,this.y+this.height*.5,this.x+this.width*.5,this.y+this.height*.3);
break;
}
context.fill();
context.closePath();
}
context.fillStyle = '#FFF';
if(isSick){
context.beginPath();
context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.08,0,2*Math.PI,false);
context.arc(this.x+this.width*.15,this.y-this.height*.21,this.width*.08,0,2*Math.PI,false);
context.fill();
context.closePath();
}else{
context.beginPath();
context.arc(this.x-this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
context.arc(this.x+this.width*.15,this.y-this.height*.21,this.width*.12,0,2*Math.PI,false);
context.fill();
context.closePath();
context.fillStyle = '#000';
context.beginPath();
context.arc(this.x-this.width*(.15-.04*_COS[this.orientation]),this.y-this.height*(.21-.04*_SIN[this.orientation]),this.width*.07,0,2*Math.PI,false);
context.arc(this.x+this.width*(.15+.04*_COS[this.orientation]),this.y-this.height*(.21-.04*_SIN[this.orientation]),this.width*.07,0,2*Math.PI,false);
context.fill();
context.closePath();
}
}
});
}
items = stage.getItemsByType(2);
//主角
player = stage.createItem({
width:30,
height:30,
type:1,
location:map,
coord:{x:13.5,y:23},
orientation:2,
speed:2,
frames:10,
update:function(){
var coord = this.coord;
if(!coord.offset){
if(this.control.orientation!='undefined'){
if(!map.get(coord.x+_COS[this.control.orientation],coord.y+_SIN[this.control.orientation])){
this.orientation = this.control.orientation;
}
}
this.control = {};
var value = map.get(coord.x+_COS[this.orientation],coord.y+_SIN[this.orientation]);
if(value==0){
this.x += this.speed*_COS[this.orientation];
this.y += this.speed*_SIN[this.orientation];
}else if(value<0){
this.x -= map.size*(map.x_length-1)*_COS[this.orientation];
this.y -= map.size*(map.y_length-1)*_SIN[this.orientation];
}
}else{
if(!beans.get(this.coord.x,this.coord.y)){ //吃豆
_SCORE++;
beans.set(this.coord.x,this.coord.y,1);
if(_GOODS[this.coord.x+','+this.coord.y]){ //吃到能量豆
items.forEach(function(item){
if(item.status==1||item.status==3){ //如果NPC为正常状态,则置为临时状态
item.timeout = 450;
item.status = 3;
}
});
}
}
this.x += this.speed*_COS[this.orientation];
this.y += this.speed*_SIN[this.orientation];
}
},
draw:function(context){
context.fillStyle = '#FFE600';
context.beginPath();
if(stage.status!=3){ //玩家正常状态
if(this.times%2){
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.20)*Math.PI,(.5*this.orientation-.20)*Math.PI,false);
}else{
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.01)*Math.PI,(.5*this.orientation-.01)*Math.PI,false);
}
}else{ //玩家被吃
if(stage.timeout) {
context.arc(this.x,this.y,this.width/2,(.5*this.orientation+1-.02*stage.timeout)*Math.PI,(.5*this.orientation-1+.02*stage.timeout)*Math.PI,false);
}
}
context.lineTo(this.x,this.y);
context.closePath();
context.fill();
}
});
//事件绑定
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13: //回车
case 32: //空格
this.status = this.status==2?1:2;
break;
case 39: //右
player.control = {orientation:0};
break;
case 40: //下
player.control = {orientation:1};
break;
case 37: //左
player.control = {orientation:2};
break;
case 38: //上
player.control = {orientation:3};
break;
}
});
})();
//结束画面
(function(){
var stage = game.createStage();
//游戏结束
stage.createItem({
x:game.width/2,
y:game.height*.35,
draw:function(context){
context.fillStyle = '#FFF';
context.font = 'bold 48px Helvetica';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillText('GAME OVER',this.x,this.y);
}
});
//记分
stage.createItem({
x:game.width/2,
y:game.height*.5,
draw:function(context){
context.fillStyle = '#FFF';
context.font = '20px Helvetica';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillText('FINAL SCORE: '+(_SCORE+50*Math.max(_LIFE-1,0)),this.x,this.y);
}
});
//事件绑定
stage.bind('keydown',function(e){
switch(e.keyCode){
case 13: //回车
case 32: //空格
_SCORE = 0;
_LIFE = 3;
var st = game.setStage(1);
st.reset();
break;
}
});
})();
game.init();
})();
</script>
</body>
</html>
Also see: Tab Triggers