围住神经猫游戏
时间: 2020-03-25来源:OSCHINA
前景提要
开发工具:pycharm
游戏介绍:随机点击小球直至游戏结束。
index.html <!DOCTYPE html > <html> <head> <meta charset= "UTF-8" > <title></title> <script src= "js/easeljs.min.js" ></script> <script src= "js/Circle.js" ></script> </head> <body> <canvas id= "gameView" width= "800px" height= "800px" ></canvas> <script src= "js/app.js" type= "text/javascript" charset= "utf-8" ></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 () ; 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 () ;
circle.js function Circle (){ createjs. Shape . call ( this ) ; this . setCircleType = function (type){ this . _circleType = type ; switch (type){ //没有点击过的颜色 case Circle . TYPE_UNSELECTED : this . setColor ( "#cccccc" ) ; break ; //点击过的颜色 case Circle . TYPE_SELECTED : this . setColor ( "#ff6600" ) ; break ; //猫的颜色 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 () ; //三种状态 表示 一个为点击之后的 一个点击之前 一个是猫 Circle . TYPE_UNSELECTED = 1 ; Circle . TYPE_SELECTED = 2 ; Circle . TYPE_CAT = 3 ;
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