基于CreateJS的html游戏制作

原创
2020/03/31 16:45
阅读数 33

开发工具:vs code

一、什么是createJS

从CreateJS的官网上下载其最新版本,其下载地址为: htp://ww.createjs.com

CreateJS 套件分为四个库。

上easeljs. 这个是核心,包括了显示列表、事件机制;

preloadjs, 用于预加载图片等:

tweenjs ,用于控制元件的缓动;

soundjs, 用于播放声音

二、creatJS游戏实例之围住精神猫

游戏介绍: 点击小圆圈,是蓝色的小圆圈不跑出圆圈外,跑出则结束游戏,计算你走了多少步

运行结果:

1、判断可以走的方向

function getMoveDir(cat){
    //分别判断能走的位置
    var distanceMap = [];
    //left
    var can = true;
    for (var x = cat.indexX;x>=0;x--) {
        if(circleArr[x][cat.indexY].getCircleType() == Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_LEFT] = cat.indexX - x;
            break;
        }
    }
    if(can){
        return MOVE_LEFT;
    }
    //left up
    can =true;
    var x = cat.indexX , y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_UP_LEFT] = can.indexY-y;
            break;
        }
        if(y%2 == 0){
            x--;
        }
        y--;
        if(y<0 ||x<0){
            break;
        }
    }
    if(can){
        return MOVE_UP_LEFT;
    }

    //right up
    can =true;
    var x = cat.indexX , y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_UP_RIGHT] = can.indexY-y;
            break;
        }
        if(y%2 == 1){
            x++;
        }
        y--;
        if(y <0||x>8){
            break;
        }
    }
    if(can){
        return MOVE_UP_RIGHT;
    }
    //right
    can =true;
    for (var x= cat.indexX;x<9;x++) {
        if(circleArr[x][cat.indexY].getCircleType() == Circle.TYPE_SELECTED){
            can =false;
            distanceMap[MOVE_RIGHT] = x -cat.indexX;
            break;
        }
    }
    if(can){
        return MOVE_RIGHT;
    }
    //ritht down
    can = true;
    x= cat.indexX,y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){
            can =false;
            distanceMap[MOVE_DOWN_RIGHT] = y -cat.indexY;
            break;
        }
        if(y%2 == 1){
            x++;
        }
        y++;
        if(y>8 ||x>8){
            break;
        }
    }
    if(can){
        return MOVE_DOWN_RIGHT;
    }
    //left down
    can = true;
    x= cat.indexX,y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_DOWN_LEFT] = y -cat.index;
            break;
        }
        if(y%2 == 0){
            x--;
        }
        y++;
        if(y>8 || x<0){
            break;
        }
    }
    if(can){
        return MOVE_DOWN_LEFT;
    }
    var maxDir = -1,maxValue = -1;
    for (var dir = 0;dir<distanceMap.length;dir++) {
        if(distanceMap[dir]>maxValue){
            maxValue = distanceMap[dir];
            maxDir = dir;
        }
    }
    if(maxValue > 1){
        return maxDir;
    }else{
        return MOVE_NONE;
    }
}

2、判断游戏是否结束(走到边缘或者没有可以走的方向即为结束)

function circleClicked(event){
    if(event.target.getCircleType() != Circle.TYPE_CAT){
        event.target.setCircleType(Circle.TYPE_SELECTED);
    }else{
        return;
    }
    //表示碰到边缘 游戏结束
    if(currentCat.indexX == 0 ||currentCat.indexX == 8 ||currentCat.indexY==0 ||currentCat.indexY==8){
        alert("游戏结束");
        return;
    }
    var dir = getMoveDir(currentCat);
    switch (dir){
        //判断他要走那一个方向
        case MOVE_LEFT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexX - 1][currentCat.indexY];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_UP_LEFT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexY%2?currentCat.indexX:currentCat.indexX- 1][currentCat.indexY-1];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_UP_RIGHT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexY%2?currentCat.indexX+1:currentCat.indexX][currentCat.indexY-1];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_RIGHT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexX+1][currentCat.indexY];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_DOWN_RIGHT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexY%2?currentCat.indexX+1:currentCat.indexX][currentCat.indexY+1];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_DOWN_LEFT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexY%2?currentCat.indexX:currentCat.indexX-1][currentCat.indexY+1];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        //没有方向走 游戏结束
        default:
            alert("游戏结束");
    }
}

参考代码:

index.html

 <!DOCTYPE html>
 <html lang="en">
 <head>
     <meta charset="UTF-8">
     <title>围住神经猫</title>
     <script src="easeljs.min.js"></script>
     <script src="Circle.js"></script>
 </head>
 <body>
 <canvas id="gameView" width="800px" height="800px" ></canvas>
 <script src="app.js"></script>
 </body>
 </html>

Circle.js

function Circle(){
    createjs.Shape.call(this);
    this.setCircleType=function(type){
        this._circleType=type;
        switch(type){
            case Circle.TYPE_UNSELECTED:
                this.setColor("#cccccc");
                break;
            case Circle.TYPE_SELECTED:
                this.setColor("#ff6600");
                break;
            case Circle.TYPE_CAT:
                this.setColor("#0000ff");
                break;
        }
    }

    this.setColor=function(colorString){
        this.graphics.beginFill(colorString);
        this.graphics.drawCircle(0,0,25);
        this.graphics.endFill();
    }
    
    this.getCircleType=function(){
        return this._circleType;
    }
    this.setCircleType(1);
}
Circle.prototype=new createjs.Shape();
Circle.TYPE_UNSELECTED=1;
Circle.TYPE_SELECTED=2;
Circle.TYPE_CAT=3;

app.js

var stage = new createjs.Stage("gameView");
createjs.Ticker.setFPS(30);
createjs.Ticker.addEventListener("tick",stage);
var gameView = new createjs.Container();
gameView.x = 30;
gameView.y = 30;
stage.addChild(gameView);
var circleArr = [[],[],[],[],[],[],[],[],[]];
var currentCat;
//定义7种状态 表示 移动位置
var MOVE_NONE = -1,MOVE_LEFT = 0,MOVE_UP_LEFT = 1,MOVE_UP_RIGHT = 2,MOVE_RIGHT = 3,MOVE_DOWN_RIGHT = 4,MOVE_DOWN_LEFT = 5;
function getMoveDir(cat){
    //分别判断能走的位置
    var distanceMap = [];
    //left
    var can = true;
    for (var x = cat.indexX;x>=0;x--) {
        if(circleArr[x][cat.indexY].getCircleType() == Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_LEFT] = cat.indexX - x;
            break;
        }
    }
    if(can){
        return MOVE_LEFT;
    }
    //left up
    can =true;
    var x = cat.indexX , y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_UP_LEFT] = can.indexY-y;
            break;
        }
        if(y%2 == 0){
            x--;
        }
        y--;
        if(y<0 ||x<0){
            break;
        }
    }
    if(can){
        return MOVE_UP_LEFT;
    }

    //right up
    can =true;
    var x = cat.indexX , y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_UP_RIGHT] = can.indexY-y;
            break;
        }
        if(y%2 == 1){
            x++;
        }
        y--;
        if(y <0||x>8){
            break;
        }
    }
    if(can){
        return MOVE_UP_RIGHT;
    }
    //right
    can =true;
    for (var x= cat.indexX;x<9;x++) {
        if(circleArr[x][cat.indexY].getCircleType() == Circle.TYPE_SELECTED){
            can =false;
            distanceMap[MOVE_RIGHT] = x -cat.indexX;
            break;
        }
    }
    if(can){
        return MOVE_RIGHT;
    }
    //ritht down
    can = true;
    x= cat.indexX,y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){
            can =false;
            distanceMap[MOVE_DOWN_RIGHT] = y -cat.indexY;
            break;
        }
        if(y%2 == 1){
            x++;
        }
        y++;
        if(y>8 ||x>8){
            break;
        }
    }
    if(can){
        return MOVE_DOWN_RIGHT;
    }
    //left down
    can = true;
    x= cat.indexX,y = cat.indexY;
    while(true){
        if(circleArr[x][y].getCircleType() == Circle.TYPE_SELECTED){
            can = false;
            distanceMap[MOVE_DOWN_LEFT] = y -cat.index;
            break;
        }
        if(y%2 == 0){
            x--;
        }
        y++;
        if(y>8 || x<0){
            break;
        }
    }
    if(can){
        return MOVE_DOWN_LEFT;
    }
    var maxDir = -1,maxValue = -1;
    for (var dir = 0;dir<distanceMap.length;dir++) {
        if(distanceMap[dir]>maxValue){
            maxValue = distanceMap[dir];
            maxDir = dir;
        }
    }
    if(maxValue > 1){
        return maxDir;
    }else{
        return MOVE_NONE;
    }
}
function circleClicked(event){
    if(event.target.getCircleType() != Circle.TYPE_CAT){
        event.target.setCircleType(Circle.TYPE_SELECTED);
    }else{
        return;
    }
    //表示碰到边缘 游戏结束
    if(currentCat.indexX == 0 ||currentCat.indexX == 8 ||currentCat.indexY==0 ||currentCat.indexY==8){
        alert("游戏结束");
        return;
    }
    var dir = getMoveDir(currentCat);
    switch (dir){
        //判断他要走那一个方向
        case MOVE_LEFT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexX - 1][currentCat.indexY];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_UP_LEFT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexY%2?currentCat.indexX:currentCat.indexX- 1][currentCat.indexY-1];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_UP_RIGHT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexY%2?currentCat.indexX+1:currentCat.indexX][currentCat.indexY-1];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_RIGHT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexX+1][currentCat.indexY];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_DOWN_RIGHT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexY%2?currentCat.indexX+1:currentCat.indexX][currentCat.indexY+1];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        case MOVE_DOWN_LEFT:
            currentCat.setCircleType(Circle.TYPE_UNSELECTED);
            currentCat = circleArr[currentCat.indexY%2?currentCat.indexX:currentCat.indexX-1][currentCat.indexY+1];
            currentCat.setCircleType(Circle.TYPE_CAT)
        break;
        //没有方向走 游戏结束
        default:
            alert("游戏结束");
    }
}


function addCircles(){
    //生成游戏背景
    for (var indexY = 0; indexY <9;indexY++ ) {
        for (var indexX = 0;indexX<9;indexX++) {
            var c = new Circle();
            gameView.addChild(c);
            circleArr[indexX][indexY] = c;
            c.indexX = indexX;
            c.indexY = indexY;
            //因为Y轴是 一前一后 所有判断一下 Y%2
            c.x = indexY%2?indexX*55+25:indexX*55;
            c.y = indexY * 55;
            if(indexX == 4 && indexY == 4){

                //中间出现一只猫
                c.setCircleType(3);
                currentCat = c;
            }else if(Math.random() <0.1){
                //让页面上随机出现 不能走的方框 方便围这只猫
                c.setCircleType(Circle.TYPE_SELECTED);
            }
            //添加事件
            c.addEventListener("click",circleClicked);
        }
    }
}
addCircles();

三、createJS游戏实例之看你有多色

游戏介绍: 选出色块与其他颜色不一样的色块,色块越多难度越大

运行结果:

1、添加方格(当方格数>7x7不在添加方格)

function addRect() {
    var c1=parseInt(Math.random()*1000000);
    var color=("#"+c1);
    var x=parseInt(Math.random()*n);
    var y=parseInt(Math.random()*n);
    for (var indexX=0;indexX<n;indexX++){
        for (var indexY=0;indexY<n;indexY++){
            var c2=parseInt((c1-10*(n-indexY)>0)?(c1-10*(n-indexY)):(c1+10*indexY));
            var Rectcolor=("#"+c2);
            var c3=parseInt((c2-10*(n-indexY)>0)?(c2-10*(n-indexY)):(c2+10*indexY));
            var Rectcolor=("#"+c3);
            var r=new Rect(n,color,Rectcolor);
            gameView.addChild(r);
            r.x=indexX;
            r.y=indexY;
            if(r.x==x && r.y==y){
                r.setRectType(2);
            }
            r.x=indexX*(getSize()/n);
            r.y=indexY*(getSize()/n);
            if (r.getRectType()==2){
                r.addEventListener("click",clickRect)
            }
        }
    }
}

function clickRect() {
    if (n<7){
        ++n;
    }
    gameView.removeAllChildren();
    addRect();
}

参考代码:

index.html

 <!DOCTYPE html>
 <html lang="en">
 <head>
     <meta charset="UTF-8">
     <meta name="viewport" content="width=device-width,user-scalable=no">
     <script src="easeljs.min.js"></script>
     <script src="Rect.js"></script>
     <link rel="stylesheet" href="style.css" type="text/css">
     <title>Title</title>
 </head>
 <body>
 <div class="main">
     <canvas id="gameView"></canvas>
 </div>
 <script src="app.js"></script>
 </body>
 </html>

app.js

var stage=new createjs.Stage("gameView");
createjs.Ticker.setFPS(30);
createjs.Ticker.addEventListener("tick",stage);
var gameView=new createjs.Container();
stage.addChild(gameView);

function startGame() {
    getCanvasSize();
    n=2;
    addRect();
}

function addRect() {
    var c1=parseInt(Math.random()*1000000);
    var color=("#"+c1);
    var x=parseInt(Math.random()*n);
    var y=parseInt(Math.random()*n);
    for (var indexX=0;indexX<n;indexX++){
        for (var indexY=0;indexY<n;indexY++){
            var c2=parseInt((c1-10*(n-indexY)>0)?(c1-10*(n-indexY)):(c1+10*indexY));
            var Rectcolor=("#"+c2);
            var c3=parseInt((c2-10*(n-indexY)>0)?(c2-10*(n-indexY)):(c2+10*indexY));
            var Rectcolor=("#"+c3);
            var r=new Rect(n,color,Rectcolor);
            gameView.addChild(r);
            r.x=indexX;
            r.y=indexY;
            if(r.x==x && r.y==y){
                r.setRectType(2);
            }
            r.x=indexX*(getSize()/n);
            r.y=indexY*(getSize()/n);
            if (r.getRectType()==2){
                r.addEventListener("click",clickRect)
            }
        }
    }
}

function clickRect() {
    if (n<7){
        ++n;
    }
    gameView.removeAllChildren();
    addRect();
}

function getCanvasSize() {
    var gView=document.getElementById("gameView");
    gView.height=window.innerHeight-4;
    gView.width=window.innerWidth-4;
}
function getSize() {
    if (window.innerHeight>=window.innerWidth){
        return window.innerWidth;
    } else {
        return window.innerHeight;
    }
}

startGame();

Rect.js

function Rect(n,color,Rectcolor) {
    createjs.Shape.call(this);
    this.setRectType=function (type) {
        this._RectType=type;
        switch (type) {
            case 1:
                this.setColor(color);
                break
            case 2:
                this.setColor(Rectcolor);
                break;
        }
    }
    this.setColor=function (colorString) {
        this.graphics.beginFill(colorString);
        this.graphics.drawRect(0,0,getSize()/n-2,getSize()/n-2);
        this.graphics.endFill();
    }
    this.getRectType=function () {
        return this._RectType;
    }
    this.setRectType(1);
}
Rect.prototype=new createjs.Shape();
展开阅读全文
打赏
0
0 收藏
分享
加载中
更多评论
打赏
0 评论
0 收藏
0
分享
返回顶部
顶部