如標題,這個游戲大家也玩過,隨處可見,左右方向鍵控制財神移動,接住從天而降的金元寶等,時間一到,則游戲結束。先來看一下效果:
相比于之前的雷霆戰機要打出四處飛的子彈,這次元素的運動軌跡就很單一了,垂直方向的珠寶和水平移動的財神爺,類似于之前的代碼,這里就說一下關鍵步驟點吧:
1、鍵盤控制水平移動的財神爺
這個很簡單,同理于《VUE+Canvas 實現桌面彈球消磚塊小游戲》滑塊的控制:
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drawCaishen() { let _this = this ; _this.ctx.save(); _this.ctx.drawImage( _this.caishenImg, _this.caishen.x, _this.caishen.y, 120, 120 ); _this.ctx.restore(); }, moveCaishen() { this .caishen.x += this .caishen.dx; if ( this .caishen.x > this .clientWidth - 120) { this .caishen.x = this .clientWidth - 120; } else if ( this .caishen.x < 0) { this .caishen.x = 0; } } |
2、從天而降的珠寶
這個也很簡單,但要注意的是,珠寶的初始x值不能隨機取0~clientWidth了,因為這樣很容易造成珠寶堆積在一起,影響了游戲的可玩性,所以珠寶最好是分散在不同的軌道上,這里我們把畫布寬度分為5條軌道,初始珠寶的時候,我們就把珠寶分散在軌道上,并且y值隨機在一定高度造成參差。而后新生成的珠寶都依據軌道分布來生成,避免珠寶擠在一起。
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generateTreasure() { let _this = this ; if (_this.treasureArr.length < MaxNum) { let random = Math.floor(Math.random() * TreasureNames.length); let channel = _this.getRandomArbitrary(1, 5); _this.treasureArr.push({ x: _this.channelWidth * (1 / 2 + (channel - 1)) - 30, y: 0, name: TreasureNames[random], speed: _this.getRandomArbitrary(2, 4) }); } }, filterTreasure(item) { let _this = this ; if ( item.x <= _this.caishen.x + 110 && item.x >= _this.caishen.x && item.y > _this.caishen.y ) { // 判斷和財神的觸碰范圍 _this.score += _this.treasureObj[item.name].score; return false ; } if (item.y >= _this.clientHeight) { return false ; } return true ; }, drawTreasure() { let _this = this ; _this.treasureArr = _this.treasureArr.filter(_this.filterTreasure); _this.treasureArr.forEach(item => { _this.ctx.drawImage( _this.treasureObj[item.name].src, item.x, item.y, 60, 60 ); item.y += item.speed; }); }, getRandomArbitrary(min, max) { return Math.random() * (max - min) + min; } |
這里用filter函數過濾掉應該消失的珠寶,如果用for+splice+i--的方法會造成抖動。
然后給予每個珠寶隨機的運動速度,當珠寶進入財神爺的圖片范圍時則累加相應分數。
3、倒計時圓環
設置倒計時30s,那么在requestAnimationFrame的回調里計算當前時間與上次時間戳毫秒差值是否大于1000,實現秒的計算,然后取另一時間戳累加progress,實現圓環的平滑移動。
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drawCountDown() { // 畫進度環 let _this = this ; _this.progress += Date.now() - _this.timeTag2; _this.timeTag2 = Date.now(); _this.ctx.beginPath(); _this.ctx.moveTo(50, 50); _this.ctx.arc( 50, 50, 40, Math.PI * 1.5, Math.PI * (1.5 + 2 * (_this.progress / (countDownInit * 1000))), false ); _this.ctx.closePath(); _this.ctx.fillStyle = "yellow" ; _this.ctx.fill(); // 畫內填充圓 _this.ctx.beginPath(); _this.ctx.arc(50, 50, 30, 0, Math.PI * 2); _this.ctx.closePath(); _this.ctx.fillStyle = "#fff" ; _this.ctx.fill(); // 填充文字 _this.ctx.font = "bold 16px Microsoft YaHei" ; _this.ctx.fillStyle = "#333" ; _this.ctx.textAlign = "center" ; _this.ctx.textBaseline = "middle" ; _this.ctx.moveTo(50, 50); _this.ctx.fillText(_this.countDown + "s" , 50, 50); } |
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( function animloop() { _this.ctx.clearRect(0, 0, _this.clientWidth, _this.clientHeight); _this.loop(); animationId = window.requestAnimationFrame(animloop); if (_this.countDown === 0) { _this.gameOver = true ; window.cancelAnimationFrame(animationId); } if (Date.now() - _this.timeTag >= 1000) { _this.countDown--; _this.timeTag = Date.now(); } })(); |
至此,一個非常簡單的財神爺接元寶的小游戲就完成了,當然可以為了增加難度,設置不間斷地丟炸彈這一環節,原理同珠寶的運動是一樣的。
下面還是附上全部代碼,供大家參考學習:
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<template> <div class= "caishen" > <canvas id= "caishen" width= "1200" height= "750" ></canvas> <div class= "container" v- if = "gameOver" > <div class= "dialog" > <p class= "once-again" >恭喜!</p> <p class= "once-again" >本回合奪寶:{{ score }}分</p> </div> </div> </div> </template> <script> const TreasureNames = [ "yuanbao" , "tongqian" , "jintiao" , "shuijin_red" , "shuijin_blue" , "fudai" ]; let animationId = null ; let countDownInit = 0; const MaxNum = 5; export default { name: "CaiShen" , data() { return { score: 0, ctx: null , caishenImg: null , clientWidth: 0, clientHeight: 0, channelWidth: 0, caishen: { x: 0, y: 0, speed: 8, dx: 0 }, progress: 0, countDown: 30, timeTag: Date.now(), timeTag2: Date.now(), treasureArr: [], gameOver: false , treasureObj: { yuanbao: { score: 5, src: null }, tongqian: { score: 2, src: null }, jintiao: { score: 10, src: null }, shuijin_red: { score: 20, src: null }, shuijin_blue: { score: 15, src: null }, fudai: { score: 8, src: null } } }; }, mounted() { let _this = this ; let container = document.getElementById( "caishen" ); _this.ctx = container.getContext( "2d" ); _this.clientWidth = container.width; _this.clientHeight = container.height; _this.channelWidth = Math.floor(_this.clientWidth / 5); _this.caishenImg = new Image(); _this.caishenImg.src = require( "@/assets/img/caishen/財神爺.png" ); _this.initTreasures(); countDownInit = _this.countDown; _this.caishen.x = _this.clientWidth / 2 - 60; _this.caishen.y = _this.clientHeight - 120; document.onkeydown = function (e) { let key = window.event.keyCode; if (key === 37) { // 左鍵 _this.caishen.dx = -_this.caishen.speed; } else if (key === 39) { // 右鍵 _this.caishen.dx = _this.caishen.speed; } }; document.onkeyup = function (e) { _this.caishen.dx = 0; }; _this.caishenImg.onload = function () { ( function animloop() { _this.ctx.clearRect(0, 0, _this.clientWidth, _this.clientHeight); _this.loop(); animationId = window.requestAnimationFrame(animloop); if (_this.countDown === 0) { _this.gameOver = true ; window.cancelAnimationFrame(animationId); } if (Date.now() - _this.timeTag >= 1000) { _this.countDown--; _this.timeTag = Date.now(); } })(); }; }, methods: { initTreasures() { let _this = this ; Object.keys(_this.treasureObj).forEach(key => { _this.treasureObj[key].src = new Image(); _this.treasureObj[ key ].src.src = require(`@/assets/img/caishen/${key}.png`); }); for (let i = 0; i < MaxNum; i++) { let random = Math.floor(Math.random() * TreasureNames.length); _this.treasureArr.push({ x: _this.channelWidth * (1 / 2 + i) - 30, y: _this.getRandomArbitrary(0, 20), name: TreasureNames[random], speed: _this.getRandomArbitrary(2, 4) }); } }, loop() { let _this = this ; _this.drawCountDown(); _this.drawCaishen(); _this.moveCaishen(); _this.generateTreasure(); _this.drawTreasure(); _this.drawScore(); }, drawCaishen() { let _this = this ; _this.ctx.save(); _this.ctx.drawImage( _this.caishenImg, _this.caishen.x, _this.caishen.y, 120, 120 ); _this.ctx.restore(); }, moveCaishen() { this .caishen.x += this .caishen.dx; if ( this .caishen.x > this .clientWidth - 120) { this .caishen.x = this .clientWidth - 120; } else if ( this .caishen.x < 0) { this .caishen.x = 0; } }, drawScore() { let _this = this ; _this.ctx.beginPath(); _this.ctx.fillStyle = "#fff" ; _this.ctx.textAlign = "center" ; _this.ctx.textBaseline = "middle" ; _this.ctx.fillText(_this.score + "分" , 30, _this.clientHeight - 10); _this.ctx.closePath(); }, drawCountDown() { // 畫進度環 let _this = this ; _this.progress += Date.now() - _this.timeTag2; _this.timeTag2 = Date.now(); _this.ctx.beginPath(); _this.ctx.moveTo(50, 50); _this.ctx.arc( 50, 50, 40, Math.PI * 1.5, Math.PI * (1.5 + 2 * (_this.progress / (countDownInit * 1000))), false ); _this.ctx.closePath(); _this.ctx.fillStyle = "yellow" ; _this.ctx.fill(); // 畫內填充圓 _this.ctx.beginPath(); _this.ctx.arc(50, 50, 30, 0, Math.PI * 2); _this.ctx.closePath(); _this.ctx.fillStyle = "#fff" ; _this.ctx.fill(); // 填充文字 _this.ctx.font = "bold 16px Microsoft YaHei" ; _this.ctx.fillStyle = "#333" ; _this.ctx.textAlign = "center" ; _this.ctx.textBaseline = "middle" ; _this.ctx.moveTo(50, 50); _this.ctx.fillText(_this.countDown + "s" , 50, 50); }, filterTreasure(item) { let _this = this ; if ( item.x <= _this.caishen.x + 110 && item.x >= _this.caishen.x && item.y > _this.caishen.y ) { // 判斷和財神的觸碰范圍 _this.score += _this.treasureObj[item.name].score; return false ; } if (item.y >= _this.clientHeight) { return false ; } return true ; }, drawTreasure() { let _this = this ; _this.treasureArr = _this.treasureArr.filter(_this.filterTreasure); _this.treasureArr.forEach(item => { _this.ctx.drawImage( _this.treasureObj[item.name].src, item.x, item.y, 60, 60 ); item.y += item.speed; }); }, getRandomArbitrary(min, max) { return Math.random() * (max - min) + min; }, generateTreasure() { let _this = this ; if (_this.treasureArr.length < MaxNum) { let random = Math.floor(Math.random() * TreasureNames.length); let channel = _this.getRandomArbitrary(1, 5); _this.treasureArr.push({ x: _this.channelWidth * (1 / 2 + (channel - 1)) - 30, y: 0, name: TreasureNames[random], speed: _this.getRandomArbitrary(2, 4) }); } } } }; </script> <!-- Add "scoped" attribute to limit CSS to this component only --> <style scoped lang= "scss" > #caishen { background-color: #b00600; background-image: url( "~assets/img/caishen/brick-wall.png" ); } .container { position: absolute; top: 0; right: 0; bottom: 0; left: 0; background-color: rgba(0, 0, 0, 0.3); text-align: center; font-size: 0; white-space: nowrap; overflow: auto; } .container:after { content: "" ; display: inline-block; height: 100%; vertical-align: middle; } .dialog { width: 400px; height: 300px; background: rgba(255, 255, 255, 0.5); box-shadow: 3px 3px 6px 3px rgba(0, 0, 0, 0.3); display: inline-block; vertical-align: middle; text-align: left; font-size: 28px; color: #fff; font-weight: 600; border-radius: 10px; white-space: normal; text-align: center; .once-again-btn { background: #1f9a9a; border: none; color: #fff; } } </style> |
到此這篇關于VUE+Canvas實現財神爺接元寶小游戲的文章就介紹到這了,更多相關vue接元寶游戲內容請搜索服務器之家以前的文章或繼續瀏覽下面的相關文章希望大家以后多多支持服務器之家!
原文鏈接:https://blog.csdn.net/denglouhen/article/details/115962822