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- <!doctype html>
- <html>
- <head>
- <meta charset="utf-8">
- <title>game</title>
- <style>
- body {
- background: #222;
- }
- h2 {
- color: #666;
- font-family: monospace;
- text-align: center;
- }
- .background {
- table-layout: fixed;
- border-spacing: 0;
- }
- .background td {
- padding: 0;
- }
- .lava, .actor {
- background: #e55;
- }
- .lava{
- border: solid 3px #e70;
- box-sizing: content-box;
- }
- .wall {
- background: #444;
- border: solid 3px #333;
- box-sizing: content-box;
- }
- .actor {
- position: absolute;
- }
- .coin {
- background: #e2e838;
- border-radius: 50%;
- }
- .player {
- background-color: rgba(255, 255, 255, 0.2);
- box-sizing: content-box;
- box-shadow: none;
- }
- .lost .player {
- background: #a04040;
- }
- .won .player {
- background: green;
- }
- .game {
- position: relative;
- overflow: hidden;
- }
- </style>
- </head>
- <body>
- <script>
- var LEVELS = [
- [" ",
- " ",
- " ",
- " ! ",
- " ! ",
- " ! ",
- " ! ",
- " ! xx xx x ! x ",
- " ! o o xx x!!!x ",
- " ! xx!xx ",
- " !xxxxx! !!!!!!!!!!!!!!!!!!!!!x x ",
- " x xx ",
- " xx o o x x ",
- " x! o x x ",
- " x! !!!!! x!!!x x o x ",
- " x! !xxxx o x x ",
- " x! @ !!!!!x x xxxxx x ",
- " xx xxxxxxxx xxxx!!!!xxxx xxxxxxxxxxxxxxxxxxxx xxxxxxx xxxxxxxxx ",
- " x x x x x ",
- " x!!!x x!!!!!x ",
- " x x x x!!!x x!!!!!x ",
- " xxxxx xxxxxxx ",
- " ",
- " "
- ],
- [ " ! x!!x xxxxxxx x!x ",
- " ! x!!x xxxx!!!!!xxxx x!x ",
- " ! x!!xxxxxxxxxx xx xx x!x ",
- " ! xx!!!!!!!!!!xx xx xx x!x ",
- " ! xxxxxxxxxx!!x x o o o x!x ",
- " ! xx!x x o o xx!x ",
- " ! x!x x !!!xx!!!xx!!xxx!!x ",
- " ! xvx x x x !!!!!!!!!!!!!!xx ",
- " ! xx xx xxxxxxxxxxxxxxxxxxxxx ",
- " ! xx!!!!!!!!!!!xx v ",
- " ! xxxx!!!!!xxxx ",
- " ! x x xxxxxxx xxx xxx ",
- " ! x x x x x x x ",
- " ! x x x x x ",
- " ! x x x xx x ",
- " ! xx x x x x ",
- " ! x x o o x x x x ",
- " xxxxxxx !xxx xxx x x x x x x ",
- " xx xx x x x x xxxxxx x x xxxxxxxxx x ",
- " xx xx x o x x xx x x x x ",
- " @ x x x x x x!!!! x x ",
- " x x x x x x x x xxxxx xxxxxx x ",
- " x x x x !xx o xx x x o x x x ",
- "!!!!x x!!!!!!x x x!!!!!!xx xx!!!!!!!!xx x!!!!!!!!!! x x x ",
- "!!!!x x!!!!!!x x!!!!!xx xxxxxxxxxx x!!!!!!!xx! xxxxxx!xxxxxx xx o o xx ",
- "!!!!x x!!!!!!x ! x!x!x!x o xx!!!!!!xx ! xx xx ",
- "!!!!x x!!!!!!x xx!!!!!!xx ! xx xx ",
- "!!!!x x!!!!!!x xxx x xxx xxxxxxxxxxxxxx!!!!!!xx ! ",
- "!!!!x x!!!!!!x x x!!!!!!xx xxx!!!!!!!!!!!!!!!!!!xx ! ",
- "!!!!x x!!!!!!x x!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!xx ! "
- ],
- [" ",
- " ",
- " ",
- " ",
- " ",
- " o ",
- " ",
- " x ",
- " x !! ",
- " x !! ",
- " x ",
- " xx! ! ",
- " x x !!! !!! xxx ",
- " xx x x !x! !x! ",
- " !! xxx x!! x x ",
- " !! x x x oooo x xxx ",
- " x! x x x x x!!!x ",
- " x x xxxxxxxxxxxx xxx ",
- " x x x! x x x ",
- " ! ! x xx!!!!xxx xxxxxxxx x x ",
- " ! x x x x!!!x ",
- " x x !x xxx ",
- " x x xx !! x ",
- " x x!! x xxx ",
- " x !! x x x x!!!x ",
- " x x !! x o xxx xxx ",
- " x xx x x!!!x ",
- " xx o o x x x x xxv xxx ",
- " x x x x x!!!x ",
- " xxxx xx!!xxx xxx o o x!!!!!!!!!!!!!!x vx ",
- " x x xxx x xxx x x!!!!!!!!!!!!!!x ",
- " x ! x xxxxxxxxxxxxxxxxxxxxxxx ",
- " x xx x! xx xxx ",
- " xxx x ! x x!!!x xxx ",
- " x x x xxx x xxx x x ",
- " x@ x x xxx xxxxxxx xxxxx x ",
- " x x x x x x ",
- " x! !! x x x x x ",
- " x x x x!!x x!!x xxx xxx x ",
- " x xx xxx o o x x xxx x ",
- " x xxxxx xx x xxx x!!!x x x ",
- " x oxxxo x xxx x x x xxx xxx x ",
- " x xxx xx xxxx x x oo x x oo x x oo xx xx xxx x ",
- " x x x x!!x x!!!!x x!!!!x xx xx x x ",
- " x xx xx xxxxxx xxx xxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ",
- " ",
- " "
- ],
- [" xxx x ",
- " x ",
- " xxxxx ",
- " x ",
- " x xxx ",
- " o x x x ",
- " ! o o oxxx x ",
- " xxx ! x ",
- " ! o ! x!!!x x!!!x x!!!x x!!!x x!!!x x x!xxxxx ",
- " x x x x!x x!x x!x x!x x!x!!!x x ",
- " x o x x xxx x xxx x xxx x xxx x xxx x xxx x xxxxx ",
- " x x x x x x x x x x x x x x x ",
- " ! o ! o xxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxxxxx ",
- " ",
- " o x!x xx ",
- " ",
- " !! ",
- " !! xx ",
- " x!x x!x ",
- " ",
- " !! o x x ",
- " xx xx ",
- " x!x x!x x!x x x ",
- " ",
- " || !!!!! ",
- " xxx xx ",
- " x x o xxxxxxxxx o xxxxxxxxx o xx!!!! x ",
- " x x x x x x x ! || x x ",
- " x @ xxxxx o xxxxx o xxxxx ! ",
- " xx xx !xxxxx xx xx xxx o ",
- " x= = =x x xxx ",
- " xxxxx xx!!!!!xx xx!!!!!xx xxxxxxx x!!!!!!!!!!!!!!!!!!!!!xxx!!!!!x!!!!!!x!!!!!x!!!!!!!x!!!!!!!!",
- " xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
- " "
- ]
- ];
- function Vector(x, y) {
- this.x = x;
- this.y = y;
- }
- Vector.prototype.plus = function(other) {
- return new Vector(this.x + other.x, this.y + other.y);
- };
- Vector.prototype.times = function(scale) {
- return new Vector(this.x * scale, this.y * scale);
- };
- // Note: uppercase words are used that means constructor are values
- var actorchars = {
- "@": Player,
- "o": Coin,
- "=": Lava,
- "|": Lava,
- "v": Lava
- };
- function Player(pos) {
- this.pos = pos.plus(new Vector(0, -.5));
- this.size = new Vector(.9, .9);
- this.speed = new Vector(0, 0);
- }
- Player.prototype.type = "player";
- function Lava(pos, ch) {
- this.pos = pos;
- this.size = new Vector(1, 1);
- if (ch === "=")
- this.speed = new Vector(2, 0);
- else if (ch === '|')
- this.speed = new Vector(0, 2);
- else if (ch === 'v') {
- this.speed = new Vector(0, 3);
- this.repeatPos = pos;
- }
- }
- Lava.prototype.type = "Lava";
- function Coin(pos) {
- this.basePos = this.pos = pos;
- this.size = new Vector(.6, .6);
- // take a look back
- this.wobble = Math.random() * Math.PI * 2;
- }
- Coin.prototype.type = "coin";
- Level.prototype.isFinished = function() {
- return this.status != null && this.finishDelay < 0;
- };
- function Level(plan) {
- this.width = plan[0].length;
- this.height = plan.length;
- this.grid = [];
- this.actors = [];
- for (var y = 0; y < this.height; y++) {
- var line = plan[y],
- gridLine = [];
- for (var x = 0; x < this.width; x++) {
- var ch = line[x],
- fieldType = null;
- var Actor = actorchars[ch];
- if (Actor)
- this.actors.push(new Actor(new Vector(x, y), ch));
- else if (ch === "x")
- fieldType = "wall";
- else if (ch === "!")
- fieldType = "lava";
- else if (ch === "|")
- fieldType = "lava";
- else if (ch === "=")
- fieldType = "lava";
- else if (ch === "v") {
- fieldType = "lava";
- console.log(fieldType);
- }
- gridLine.push(fieldType)
- }
- this.grid.push(gridLine);
- }
- this.player = this.actors.filter(function(actor) {
- return actor.type === "player"
- })[0];
- this.status = this.finishDelay = null;
- }
- function element(name, className) {
- var elem = document.createElement(name);
- if (className) elem.className = className;
- return elem;
- }
- function DOMDisplay(parent, level) {
- this.wrap = parent.appendChild(element("div", "game"));
- this.level = level;
- this.wrap.appendChild(this.drawBackground());
- this.actorLayer = null;
- this.drawFrame();
- }
- var scale = 15;
- DOMDisplay.prototype.drawBackground = function() {
- var table = element("table", "background");
- table.style.width = this.level.width * scale + "px";
- table.style.height = this.level.height * scale + "px";
- this.level.grid.forEach(function(row) {
- var rowElement = table.appendChild(element("tr"));
- rowElement.style.height = scale + "px";
- row.forEach(function(type) {
- rowElement.appendChild(element("td", type));
- });
- });
- return table;
- };
- DOMDisplay.prototype.drawActors = function() {
- var wrap = element("div");
- this.level.actors.forEach(function(actor) {
- var rect = wrap.appendChild(element("div", "actor " + actor.type));
- rect.style.width = actor.size.x * scale + "px";
- rect.style.height = actor.size.y * scale + "px";
- rect.style.left = actor.pos.x * scale + "px";
- rect.style.top = actor.pos.y * scale + "px";
- });
- return wrap;
- }
- DOMDisplay.prototype.drawFrame = function() {
- if (this.actorLayer)
- this.wrap.removeChild(this.actorLayer);
- this.actorLayer = this.wrap.appendChild(this.drawActors());
- this.wrap.className = "game " + (this.level.status || "");
- this.scrollPlayerIntoView();
- };
- // clear it later
- DOMDisplay.prototype.scrollPlayerIntoView = function() {
- var width = this.wrap.clientWidth;
- var height = this.wrap.clientHeight;
- var margin = width / 3;
- // The viewport
- var left = this.wrap.scrollLeft,
- right = left + width;
- var top = this.wrap.scrollTop,
- bottom = top + height;
- var player = this.level.player;
- var center = player.pos.plus(player.size.times(0.5))
- .times(scale);
- if (center.x < left + margin)
- this.wrap.scrollLeft = center.x - margin;
- else if (center.x > right - margin)
- this.wrap.scrollLeft = center.x + margin - width;
- if (center.y < top + margin)
- this.wrap.scrollTop = center.y - margin;
- else if (center.y > bottom - margin)
- this.wrap.scrollTop = center.y + margin - height;
- };
- DOMDisplay.prototype.clear = function() {
- this.wrap.parentNode.removeChild(this.wrap);
- };
- Level.prototype.obstacleAt = function(pos, size) {
- var xStart = Math.floor(pos.x);
- var xEnd = Math.ceil(pos.x + size.x);
- var yStart = Math.floor(pos.y);
- var yEnd = Math.ceil(pos.y + size.y);
- if (xStart < 0 || xEnd > this.width || yStart < 0)
- return "wall";
- if (yEnd > this.height)
- return "lava";
- for (var y = yStart; y < yEnd; y++) {
- for (var x = xStart; x < xEnd; x++) {
- var fieldType = this.grid[y][x];
- if (fieldType) return fieldType;
- }
- }
- };
- Level.prototype.actorAt = function(actor) {
- for (var i = 0; i < this.actors.length; i++) {
- var other = this.actors[i];
- if (other != actor &&
- actor.pos.x + actor.size.x > other.pos.x &&
- actor.pos.x < other.pos.x + other.size.x &&
- actor.pos.y + actor.size.y > other.pos.y &&
- actor.pos.y < other.pos.y + other.size.y)
- return other;
- }
- };
- var maxStep = 0.05;
- Level.prototype.animate = function(step, keys) {
- if (this.status != null)
- this.finishDelay -= step;
- while (step > 0) {
- var thisStep = Math.min(step, maxStep);
- this.actors.forEach(function(actor) {
- actor.act(thisStep, this, keys);
- }, this);
- step -= thisStep;
- }
- };
- Lava.prototype.act = function(step, level) {
- var newPos = this.pos.plus(this.speed.times(step));
- if (!level.obstacleAt(newPos, this.size))
- this.pos = newPos;
- else if (this.repeatPos)
- this.pos = this.repeatPos;
- else
- this.speed = this.speed.times(-1);
- };
- var wobbleSpeed = 8,
- wobbleDist = 0.07;
- Coin.prototype.act = function(step) {
- this.wobble += step * wobbleSpeed;
- var wobblePos = Math.sin(this.wobble) * wobbleDist;
- this.pos = this.basePos.plus(new Vector(0, wobblePos));
- };
- var playerXSpeed = 10;
- Player.prototype.moveX = function(step, level, keys) {
- this.speed.x = 0;
- if (keys.left) this.speed.x -= playerXSpeed;
- if (keys.right) this.speed.x += playerXSpeed;
- var motion = new Vector(this.speed.x * step, 0);
- var newPos = this.pos.plus(motion);
- var obstacle = level.obstacleAt(newPos, this.size);
- if (obstacle)
- level.playerTouched(obstacle);
- else
- this.pos = newPos;
- };
- var gravity = 30;
- var jumpSpeed = 17;
- Player.prototype.moveY = function(step, level, keys) {
- this.speed.y += step * gravity;
- var motion = new Vector(0, this.speed.y * step);
- var newPos = this.pos.plus(motion);
- var obstacle = level.obstacleAt(newPos, this.size);
- if (obstacle) {
- level.playerTouched(obstacle);
- if (keys.up && this.speed.y > 0)
- this.speed.y = -jumpSpeed;
- else
- this.speed.y = 0;
- } else {
- this.pos = newPos;
- }
- };
- Player.prototype.act = function(step, level, keys) {
- this.moveX(step, level, keys);
- this.moveY(step, level, keys);
- var otherActor = level.actorAt(this);
- if (otherActor)
- level.playerTouched(otherActor.type, otherActor);
- // Losing animation
- if (level.status == "lost") {
- this.pos.y += step;
- this.size.y -= step;
- }
- };
- Level.prototype.playerTouched = function(type, actor) {
- if (type == "lava" && this.status == null) {
- this.status = "lost";
- this.finishDelay = 1;
- } else if (type == "coin") {
- this.actors = this.actors.filter(function(other) {
- return other != actor;
- });
- if (!this.actors.some(function(actor) {
- return actor.type == "coin";
- })) {
- this.status = "won";
- this.finishDelay = 1;
- }
- }
- };
- var arrowCodes = {
- 37: "left",
- 38: "up",
- 39: "right"
- };
- function trackKeys(codes) {
- var pressed = Object.create(null);
- function handler(event) {
- if (codes.hasOwnProperty(event.keyCode)) {
- var down = event.type == "keydown";
- pressed[codes[event.keyCode]] = down;
- event.preventDefault();
- }
- }
- addEventListener("keydown", handler);
- addEventListener("keyup", handler);
- return pressed;
- }
- function runAnimation(frameFunc) {
- var lastTime = null;
- function frame(time) {
- var stop = false;
- if (lastTime != null) {
- var timeStep = Math.min(time - lastTime, 100) / 1000;
- stop = frameFunc(timeStep) === false;
- }
- lastTime = time;
- if (!stop)
- requestAnimationFrame(frame);
- }
- requestAnimationFrame(frame);
- }
- var arrows = trackKeys(arrowCodes);
- function runLevel(level, Display, andThen) {
- var display = new Display(document.body, level);
- runAnimation(function(step) {
- level.animate(step, arrows);
- display.drawFrame(step);
- if (level.isFinished()) {
- display.clear();
- if (andThen)
- andThen(level.status);
- return false;
- }
- });
- }
- function runGame(plans, Display) {
- function startLevel(n) {
- runLevel(new Level(plans[n]), Display, function(status) {
- if (status == "lost")
- startLevel(n);
- else if (n < plans.length - 1)
- startLevel(n + 1);
- else
- alert("You win!");
- });
- }
- startLevel(0);
- }
- runGame(LEVELS, DOMDisplay);
- </script>
- <div style="text-align:center;clear:both">
- </div>
- </body>
- </html>
复制代码
以上是开源代码
demo.rar
(4.6 KB, 下载次数: 26)
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