Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <canvas id="main"></canvas>
              
            
!

CSS

              
                * {padding: 0; margin: 0}
              
            
!

JS

              
                const frames = {
  "frames": {
    "blob.png": {
      "frame": {
        "x": 55,
        "y": 2,
        "w": 32,
        "h": 24
      },
      "rotated": false,
      "trimmed": false,
      "spriteSourceSize": {
        "x": 0,
        "y": 0,
        "w": 32,
        "h": 24
      },
      "sourceSize": {
        "w": 32,
        "h": 24
      },
      "pivot": {
        "x": 0.5,
        "y": 0.5
      }
    },
    "door.png": {
      "frame": {
        "x": 89,
        "y": 2,
        "w": 32,
        "h": 32
      },
      "rotated": false,
      "trimmed": false,
      "spriteSourceSize": {
        "x": 0,
        "y": 0,
        "w": 32,
        "h": 32
      },
      "sourceSize": {
        "w": 32,
        "h": 32
      },
      "pivot": {
        "x": 0.5,
        "y": 0.5
      }
    },
    "dungeon.png": {
      "frame": {
        "x": 2,
        "y": 36,
        "w": 512,
        "h": 512
      },
      "rotated": false,
      "trimmed": false,
      "spriteSourceSize": {
        "x": 0,
        "y": 0,
        "w": 512,
        "h": 512
      },
      "sourceSize": {
        "w": 512,
        "h": 512
      },
      "pivot": {
        "x": 0.5,
        "y": 0.5
      }
    },
    "explorer.png": {
      "frame": {
        "x": 2,
        "y": 2,
        "w": 21,
        "h": 32
      },
      "rotated": false,
      "trimmed": false,
      "spriteSourceSize": {
        "x": 0,
        "y": 0,
        "w": 21,
        "h": 32
      },
      "sourceSize": {
        "w": 21,
        "h": 32
      },
      "pivot": {
        "x": 0.5,
        "y": 0.5
      }
    },
    "treasure.png": {
      "frame": {
        "x": 25,
        "y": 2,
        "w": 28,
        "h": 24
      },
      "rotated": false,
      "trimmed": false,
      "spriteSourceSize": {
        "x": 0,
        "y": 0,
        "w": 28,
        "h": 24
      },
      "sourceSize": {
        "w": 28,
        "h": 24
      },
      "pivot": {
        "x": 0.5,
        "y": 0.5
      }
    }
  },
  "meta": {
    "app": "http://www.codeandweb.com/texturepacker",
    "version": "1.0",
    "image": "https://i.imgur.com/yxmphGW.png",
    "format": "RGBA8888",
    "size": {
      "w": 512,
      "h": 512
    },
    "antialias": true,
    "transparent": false,
    "backgroundColor": "0x000000",
    "scale": "1",
    "smartupdate": "$TexturePacker:SmartUpdate:51ede84c7a85e4d6aeb31a6020a20858:3923663e59fb40b578d66a492a2cda2d:9995f8b4db1ac3cb75651b1542df8ee2$"
  }
}

const app = new PIXI.Application({
  view: document.getElementById('main'),
  width: frames.meta.size.w,
  height: frames.meta.size.h,
  antialias: frames.meta.antialias,
  transparent: frames.meta.transparent,
  backgroundColor: frames.meta.backgroundColor,
});


const loader = new PIXI.Loader();
loader
  .add('gameimg',frames.meta.image)
  .load((loader, resource)=> {
  init(resource);
})

const gameRun = new PIXI.Container();
gameRun.visible = true;
app.stage.addChild(gameRun);

const gameStart = new PIXI.Container();
gameStart.visible = false;
app.stage.addChild(gameStart);

const gameOver = new PIXI.Container();
gameOver.visible = false;
app.stage.addChild(gameOver);

const gameWin = new PIXI.Container();
gameWin.visible = false;
app.stage.addChild(gameWin);

const hpContainer = new PIXI.Container();

function gameSprite(item, resource) {
  const pixiRectangle = new PIXI.Rectangle(frames.frames[item].frame.x, frames.frames[item].frame.y, frames.frames[item].frame.w, frames.frames[item].frame.h);
  let newTex = new PIXI.Texture(resource.gameimg.texture, pixiRectangle);
  const sprite = new PIXI.Sprite(newTex);
  return sprite;
}


let dungeon, blob, treasure, door, explorer,blobOptions;
let gameHP = 100;
let getTreasure = false;
let gamePlay = false;
const blobs = [];

function init(resource) {
  // 載入地牢
  dungeon = gameSprite('dungeon.png', resource);
  gameStart.addChild(dungeon);

  // 載入怪物
  blobOptions = {
    number: 8,
    speeds: 5,
  };

  for(let i = 0; i < blobOptions.number; i += 1) {
    blob = gameSprite('blob.png', resource);
    blob.x = 120 + (blobOptions.number + 32) * i;
    blob.y = frames.meta.size.h / 2;
    blob.vy = blobOptions.speeds + randomInt(0, 3);
    blobs.push(blob);
    gameStart.addChild(blob);
  }

  // 寶箱
  treasure = gameSprite('treasure.png', resource);
  treasure.x = 400;
  treasure.y = frames.meta.size.h / 2;
  gameStart.addChild(treasure);

  // 逃出門
  door = gameSprite('door.png', resource);
  door.x = 50;
  door.y = 0;
  gameStart.addChild(door);

  // 玩家
  explorer = gameSprite('explorer.png', resource);
  explorer.x = 50;
  explorer.y = frames.meta.size.h / 2;
  explorer.vx = 0;
  explorer.vy = 0;
  gameStart.addChild(explorer);

  HPstatus();

  const run = messages('按下 Enter 開始遊戲');
  run.x = frames.meta.size.w / 2 - run.width /2;
  run.y = frames.meta.size.h / 2 - run.height /2;
  gameRun.addChild(run);

  const over = messages('Game Over');
  over.x = frames.meta.size.w / 2 - over.width /2;
  over.y = frames.meta.size.h / 2 - over.height /2;
  gameOver.addChild(over);

  const Win = messages('你贏了!');
  Win.x = frames.meta.size.w / 2 - Win.width /2;
  Win.y = frames.meta.size.h / 2 - Win.height /2;
  gameWin.addChild(Win);

  // 重新開始按鈕繪畫
  const resetBtn = new PIXI.Container();
  gameOver.addChild(resetBtn);

  let gameGraphics = new PIXI.Graphics();
  gameGraphics.beginFill(0x33BBFF);
  gameGraphics.drawRoundedRect(0, 0, 120, 50, 25);
  gameGraphics.endFill();
  gameGraphics.x = frames.meta.size.w / 2 - gameGraphics.width / 2;
  gameGraphics.y = frames.meta.size.h / 2 - gameGraphics.height / 2 + 60;
  resetBtn.addChild(gameGraphics);

  const resetText = new PIXI.Text('重新開始', {  // 改用變數傳入
    fontFamily: 'Microsoft JhengHei',
    fontSize: 16,
    fill: [0xFFFFFF],
    align: 'center'
  });
  resetText.x = frames.meta.size.w / 2 - resetText.width / 2;
  resetText.y = frames.meta.size.h / 2 - resetText.height / 2 + 60;
  resetBtn.addChild(resetText);
  // 設置互動
  resetBtn.interactive = true;
  resetBtn.buttonMode = true;

  resetBtn.click = gameReset;

  // 遊戲獲勝繪畫
  const resetWinBtn = new PIXI.Container();
  gameWin.addChild(resetWinBtn);

  let gameWinGraphics = new PIXI.Graphics();
  gameWinGraphics.beginFill(0x33BBFF);
  gameWinGraphics.drawRoundedRect(0, 0, 120, 50, 25);
  gameWinGraphics.endFill();
  gameWinGraphics.x = frames.meta.size.w / 2 - gameGraphics.width / 2;
  gameWinGraphics.y = frames.meta.size.h / 2 - gameGraphics.height / 2 + 60;
  resetWinBtn.addChild(gameWinGraphics);

  const resetWinText = new PIXI.Text('重新挑戰', { 
    fontFamily: 'Microsoft JhengHei',
    fontSize: 16,
    fill: [0xFFFFFF],
    align: 'center'
  });
  resetWinText.x = frames.meta.size.w / 2 - resetWinText.width / 2;
  resetWinText.y = frames.meta.size.h / 2 - resetWinText.height / 2 + 60;
  resetWinBtn.addChild(resetWinText);
  // 設置互動
  resetWinBtn.interactive = true;
  resetWinBtn.buttonMode = true;

  resetWinBtn.click = gameReset;


  app.ticker.add((delta) => {
    gameLoop(delta);
  });
}

function gameReset() {
  // HP 回復
  gameHP = 100;
  // 初始化寶箱
  getTreasure = false;
  // 玩家回歸初始位置
  explorer.x = 50;
  explorer.y = frames.meta.size.h / 2;
  // 寶箱回歸初始位置
  treasure.x = 400;
  treasure.y = frames.meta.size.h / 2;
  // 重新調整怪物速率
  blob.vy = blobOptions.speeds + randomInt(0, 3);
  console.log(blob.vy);
  // 重新設置 Container 顯示
  gameRun.visible = true;
  gameStart.visible = false;
  gameOver.visible = false;
  gameWin.visible = false;
}

function gameLoop() {
  if(gameHP <= 0) {
    gameStart.visible = false;
    gameOver.visible = true;
  }

  contain(explorer, {x: 28, y: 10, width: 488, height: 480});

  let hitStatus = false;

  blobs.forEach((item) => {
    item.y += item.vy;
    const blobsHit = contain(item, {x: 28, y: 10, width: 488, height: 480})
    if(blobsHit === 'top' || blobsHit === 'bottom') {
      item.vy *= -1;
    }
    if(boxesIntersect(explorer, item)) {
      hitStatus = true;
    }
  })

  if(hitStatus) {
    // 碰撞後扣除血量
    if(explorer.alpha !== 1) return
    const getRandom = randomInt(1, 5);
    gameHP -= getRandom;
    explorer.alpha = 0.1;
    hurt(getRandom);
  } else {
    explorer.alpha = 1;
  }

  if(boxesIntersect(explorer, treasure)) {
    treasure.x = explorer.x + 8;
    treasure.y = explorer.y + 8;
    getTreasure = true;
  }

  if(boxesIntersect(explorer, door) && getTreasure) {
    gameWin.visible = true;
    gameStart.visible = false;
    // 玩家回歸初始位置,避免衝突
    explorer.x = 50;
    explorer.y = frames.meta.size.h / 2;
  }

  // 重新調整血量
  hpContainer.hpStatus.width = gameHP;
}

function HPstatus() {
  let border = new PIXI.Graphics();
  border.beginFill(0x000000);
  border.drawRect(0, 0, 100, 10, 10);
  border.endFill();
  hpContainer.addChild(border);

  let borderFill = new PIXI.Graphics();
  borderFill.beginFill(0xFF0000);
  borderFill.drawRect(0, 0, 100, 10, 10);
  borderFill.endFill();
  hpContainer.addChild(borderFill);
  hpContainer.hpStatus = borderFill;

  hpContainer.x = 340;
  hpContainer.y = 10;


  gameStart.addChild(hpContainer);
}

function hurt(item) {
  if(gameHP <= 0) return;
  const containerEffect  = new PIXI.Container();
  const graphics = new PIXI.Graphics();
  const startText = new PIXI.Text(item ,{
    fill: 0xDDD00D,
  });
  graphics.beginFill(0x9D482E);
  graphics.drawStar(0, 0, 10, 30);
  graphics.endFill();

  graphics.x = explorer.x;
  graphics.y = explorer.y - 50;

  startText.x = graphics.x - startText.width / 2;
  startText.y = graphics.y - startText.height / 2;

  containerEffect.addChild(graphics);
  containerEffect.addChild(startText);

  app.stage.addChild(containerEffect);

  removeContainer(containerEffect);
}

function removeContainer(item) {
  const s = setInterval(() => {
    item.alpha -= 0.05;
  },100);
  setTimeout(() => {
    clearInterval(s);
    app.stage.removeChild(item);
  },10000);
}

function messages(text) {
  const style = new PIXI.TextStyle({
    fontFamily: 'Microsoft JhengHei', // 風格
    fontSize: 24, // 字體大小
    fill: [0xEEEE00,0x00ff99], // 填滿,若是陣列則可以漸層效果
    align: 'center', // 對齊
    stroke: '#000000', // 外框顏色
  });
  const messages = new PIXI.Text(text, style);
  return messages;
}

function randomInt(min, max) {
  return Math.floor(Math.random() * (max - min + 1)) + min;
}

const body = document.querySelector('body');

body.addEventListener('keydown',(e) => {
  console.log(e.keyCode)
  switch(e.keyCode) {
    case 38:
    case 87:
      if(!gamePlay) return;
      explorer.y -= 10;
      break;
    case 40:
    case 83:
      if(!gamePlay) return;
      explorer.y += 10;
      break;
    case 37:
    case 65:
      if(!gamePlay) return;
      explorer.x -= 10;
      break;
    case 39:
    case 68:
      if(!gamePlay) return;
      explorer.x += 10;
      break;
    case 13:  
      if(gameHP > 0) {
        gameRun.visible = false;
        gameStart.visible = true;
        gamePlay = true;
      }
      break;
    default:
      break;
  }
})

function contain(sprite, container) {
  let collision = undefined;
  //Left
  if (sprite.x < container.x) {
    sprite.x = container.x;
    collision = "left";
  }
  //Top
  if (sprite.y < container.y) {
    sprite.y = container.y;
    collision = "top";
  }
  //Right
  if (sprite.x + sprite.width > container.width) {
    sprite.x = container.width - sprite.width;
    collision = "right";
  }
  //Bottom
  if (sprite.y + sprite.height > container.height) {
    sprite.y = container.height - sprite.height;
    collision = "bottom";
  }
  //Return the `collision` value
  return collision;
}

function boxesIntersect(a, b){
  var ab = a.getBounds();
  var bb = b.getBounds();
  return ab.x + ab.width > bb.x && ab.x < bb.x + bb.width && ab.y + ab.height > bb.y && ab.y < bb.y + bb.height;
}

const stats = new Stats();
stats.showPanel(0); // 0: fps, 1: ms, 2: mb, 3+: custom
stats.domElement.style.position = 'absolute';
stats.domElement.style.right = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild(stats.domElement);
function animate() {
  stats.begin();
  // monitored code goes here
  stats.end();
  requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
              
            
!
999px

Console