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Canvas悟空推箱子

2020-09-11 13:43:49 資料庫

Canvas悟空推箱子

在這里插入圖片描述

??“學如逆水行舟,不進則退”,作業之余我總會瀏覽一些先進前端知識以增強自己的知識儲備,偶爾也會試著開發或模仿小游戲、程式、app ,昨天在 站長之家 發現了這個游戲,觸動很大,先是玩了一晚上,只過了13關,今天把注釋寫上了,截取了前40關分享給大家,希望大家在玩耍之余能抽出時間學習或了解前端,前端是門手藝,它會像筷子一樣離不開人們的生活,
??個人能力有限,只能解答博友們一些淺顯的問題,甚至不如百度百科及時、準確,如今前端就業形式一片大好,在一線城市薪資過萬,優秀的前端工程師只需要5年,就可以解決住房問題,讓父母老有所依,希望忙碌的你可以抽出時間多陪伴一下家人,家是自己唯一的港灣,承載著你所有的眷戀,

<!doctype html>
<html lang="en">
    <head>
    <meta charset="GB2312">
    <title>HTML5 canvas小人推箱子小游戲</title>
    <style>
        *{
            margin:0px;
            padding:0px;
        }
        body{
            overflow:hidden;
        }
        .game{
            position: relative;
            width:560px;
            margin:20px auto;
        }
        .game #msg{
            position: absolute;top:0;
            font:18px/1 華文楷體,華文琥珀;
        }
        .game #btn{
            position: absolute;right:0;bottom:4px;
        }
    </style>
</head>
<body onkeydown="doKeyDown(event)">
    <div class="game">
        <canvas id="canvas" width="560" height="560"></canvas>
        <div id="msg"></div>
        <div id="btn">
            <input type="button" value="上一關" onClick="NextLevel(-1)">
            <input type="button" value="下一關" onClick="NextLevel(1)">
            <input type="button" value="重玩本關" onClick="NextLevel(0)">
            <input type="button" value="游戲說明" onClick="showHelp()">
        </div>
    </div>
</body> 
<script>
    var can = document.getElementById("canvas");
    var msg = document.getElementById("msg");
    var cxt = can.getContext("2d");
    var w = 35,h = 35;
    var curMap;//當前的地圖
    var curLevel;//當前等級的地圖
    var curMan;//初始化小人
    var iCurlevel = 0;//關卡數
    var moveTimes = 0;//移動了多少次

    //預加載所有圖片
    var oImgs = {
        "block" : "https://img-blog.csdnimg.cn/20200907200323829.gif#pic_center",
        "wall" : "https://img-blog.csdnimg.cn/20200907200352103.png#pic_center",
        "box" : "https://img-blog.csdnimg.cn/20200907200329709.png#pic_center",
        "ball" : "https://img-blog.csdnimg.cn/20200907200309333.png#pic_center",
        "up" : "https://img-blog.csdnimg.cn/20200907200348854.png#pic_center",
        "down" : "https://img-blog.csdnimg.cn/20200907200334961.png#pic_center",
        "left" : "https://img-blog.csdnimg.cn/20200907200340792.png#pic_center",
        "right" : "https://img-blog.csdnimg.cn/20200907200344452.png#pic_center",
    }
    function imgPreload(srcs,callback){
        var count = 0,imgNum = 0,images = {};

        for(src in srcs){
            imgNum++;
        }
        for(src in srcs ){
            images[src] = new Image();
            images[src].onload = function(){
                //判斷是否所有的圖片都預加載完成
                if (++count >= imgNum)
                {
                    callback(images);
                }
            }
            images[src].src = srcs[src];
        }
    }
    var block,wall,box,ball,up,down,left,right;
    imgPreload(oImgs,function(images){
        //console.log(images.block);
        block = images.block;
        wall = images.wall;
        box = images.box;
        ball = images.ball;
        up = images.up;
        down = images.down;
        left = images.left;
        right = images.right;
        init();
    });
    //初始化游戲
    function init(){
        //InitMap();
        //DrawMap(levels[0]);
        initLevel();//初始化對應等級的游戲
        showMoveInfo();//初始化對應等級的游戲資料
    }
    //繪制地板
    function InitMap(){
        for (var i=0;i<16 ;i++ )
        {
            for (var j=0;j<16 ;j++ )
            {
                cxt.drawImage(block,w*j,h*i,w,h);
            }
        }
    }
    //小人位置坐標
    function Point(x,y){
        this.x = x;
        this.y = y;
    }
    var perPosition = new Point(5,5);//小人的初始標值
    //繪制每個游戲關卡地圖
    function DrawMap(level){
        for (var i=0;i<level.length ;i++ )
        {
            for (var j=0;j<level[i].length ;j++ )
            {
                var pic = block;//初始圖片
                switch (level[i][j])
                {
                case 1://繪制墻壁
                    pic = wall;
                    break;
                case 2://繪制陷進
                    pic = ball;
                    break;
                case 3://繪制箱子
                    pic = box;
                    break;
                case 4://繪制小人
                    pic = curMan;//小人有四個方向 具體顯示哪個圖片需要和上下左右方位值關聯
                    //獲取小人的坐標位置
                    perPosition.x = i;
                    perPosition.y = j;
                    break;
                case 5://繪制箱子及陷進位置
                    pic = box;
                    break;
                }
                //每個圖片不一樣寬 需要在對應地板的中心繪制地圖
                cxt.drawImage(pic,w*j-(pic.width-w)/2,h*i-(pic.height-h),pic.width,pic.height)
            }
        }
    }
    //初始化游戲等級
    function initLevel(){
        curMap = copyArray(levels[iCurlevel]);//當前移動過的游戲地圖
        curLevel = levels[iCurlevel];//當前等級的初始地圖
        curMan = down;//初始化小人
        InitMap();//初始化地板
        DrawMap(curMap);//繪制出當前等級的地圖
    }
    //下一關
    function NextLevel(i){
        //iCurlevel當前的地圖關數
        iCurlevel = iCurlevel + i;
        if (iCurlevel<0)
        {
            iCurlevel = 0;
            return;
        }
        var len = levels.length;
        if (iCurlevel > len-1)
        {
            iCurlevel = len-1;
        }
        initLevel();//初始當前等級關卡
        moveTimes = 0;//游戲關卡移動步數清零
        showMoveInfo();//初始化當前關卡資料
    }
    //小人移動
    function go(dir){
        var p1,p2;
        switch (dir)
        {
        case "up":
            curMan = up;
            //獲取小人前面的兩個坐標位置來進行判斷小人是否能夠移動
            p1 = new Point(perPosition.x-1,perPosition.y);
            p2 = new Point(perPosition.x-2,perPosition.y);
            break;
        case "down":
            curMan = down;
            p1 = new Point(perPosition.x+1,perPosition.y);
            p2 = new Point(perPosition.x+2,perPosition.y);
            break;
        case "left":
            curMan = left;
            p1 = new Point(perPosition.x,perPosition.y-1);
            p2 = new Point(perPosition.x,perPosition.y-2);
            break;
        case "right":
            curMan = right;
            p1 = new Point(perPosition.x,perPosition.y+1);
            p2 = new Point(perPosition.x,perPosition.y+2);
            break;
        }
        //若果小人能夠移動的話,更新游戲資料,并重繪地圖
        if (Trygo(p1,p2))
        {
            moveTimes ++;
            showMoveInfo();
        }
        //重繪地板
        InitMap();
        //重繪當前更新了資料的地圖
        DrawMap(curMap);
        //若果移動完成了進入下一關
        if (checkFinish())
        {
            alert("恭喜過關!");
            NextLevel(1);
        }
    }
    //判斷是否推成功
    function checkFinish(){
        for (var i=0;i<curMap.length ;i++ )
        {
            for (var j=0;j<curMap[i].length ;j++ )
            {
                //當前移動過的地圖和初始地圖進行比較,若果初始地圖上的陷進引數在移動之后不是箱子的話就指代沒推成功
                if (curLevel[i][j] == 2 && curMap[i][j] != 3 || curLevel[i][j] == 5 && curMap[i][j] != 3)
                {
                    return false;
                }
            }
        }
        return true;
    }
    //判斷小人是否能夠移動
    function Trygo(p1,p2){
        if(p1.x<0) return false;//若果超出地圖的上邊,不通過
        if(p1.y<0) return false;//若果超出地圖的左邊,不通過
        if(p1.x>curMap.length) return false;//若果超出地圖的下邊,不通過
        if(p1.y>curMap[0].length) return false;//若果超出地圖的右邊,不通過
        if(curMap[p1.x][p1.y]==1) return false;//若果前面是墻,不通過
        if (curMap[p1.x][p1.y]==3 || curMap[p1.x][p1.y]==5)
        {//若果小人前面是箱子那就還需要判斷箱子前面有沒有障礙物(箱子/墻)
            if (curMap[p2.x][p2.y]==1 || curMap[p2.x][p2.y]==3)
            {
                return false;
            }
            //若果判斷不成功小人前面的箱子前進一步
            curMap[p2.x][p2.y] = 3;//更改地圖對應坐標點的值
            //console.log(curMap[p2.x][p2.y]);
        }
        //若果都沒判斷成功小人前進一步
        curMap[p1.x][p1.y] = 4;//更改地圖對應坐標點的值
        //若果小人前進了一步,小人原來的位置如何顯示
        var v = curLevel[perPosition.x][perPosition.y];
        if (v!=2)//若果剛開始小人位置不是陷進的話
        {
            if (v==5)//可能是5 既有箱子又陷進
            {
                v=2;//若果小人本身就在陷進里面的話移開之后還是顯示陷進
            }else{
                v=0;//小人移開之后之前小人的位置改為地板
            }
        }
        //重置小人位置的地圖引數
        curMap[perPosition.x][perPosition.y] = v;
        //若果判斷小人前進了一步,更新坐標值
        perPosition = p1;
        //若果小動了 回傳true 指代能夠移動小人
        return true;
    }
    //判斷是否推成功
    //與鍵盤上的上下左右鍵關聯
    function doKeyDown(event){
        switch (event.keyCode)
        {
        case 37://左鍵頭
            go("left");
            break;
        case 38://上鍵頭
            go("up");
            break;
        case 39://右箭頭
            go("right");
            break;
        case 40://下箭頭
            go("down");
            break;
        }

    }
    //完善關卡資料及游戲說明
    function showMoveInfo(){
        msg.innerHTML = "第" + (iCurlevel+1) +"關 移動次數: "+ moveTimes;
    }
    //游戲說明
    var showhelp = false;
    function showHelp(){
        showhelp = !showhelp;
        if (showhelp)
        {
            msg.innerHTML = "用鍵盤上的上、下、左、右鍵移動小人,把箱子全部推到小球的位置即可過關,箱子只可向前推,不能往后拉,并且小人一次只能推動一個箱子,";
        }else{
            showMoveInfo();
        }
    }

    //克隆二維陣列
    function copyArray(arr){
        var b=[];//每次移動更新地圖資料都先清空再添加新的地圖
        for (var i=0;i<arr.length ;i++ )
        {
            b[i] = arr[i].concat();//鏈接兩個陣列
        }
        return b;
    }

//地圖,可修改
var levels=[];
levels[0]=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,1,0,1,1,1,1,0,0,0,0],
[0,0,0,0,1,1,1,3,0,3,2,1,0,0,0,0],
[0,0,0,0,1,2,0,3,4,1,1,1,0,0,0,0],
[0,0,0,0,1,1,1,1,3,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,1,2,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];

levels[1]=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,1,4,0,0,1,0,0,0,0,0,0,0],
[0,0,0,0,1,0,3,3,1,0,1,1,1,0,0,0],
[0,0,0,0,1,0,3,0,1,0,1,2,1,0,0,0],
[0,0,0,0,1,1,1,0,1,1,1,2,1,0,0,0],
[0,0,0,0,0,1,1,0,0,0,0,2,1,0,0,0],
[0,0,0,0,0,1,0,0,0,1,0,0,1,0,0,0],
[0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];


levels[2]=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0],
[0,0,0,0,1,0,0,0,0,0,1,1,1,0,0,0],
[0,0,0,1,1,3,1,1,1,0,0,0,1,0,0,0],
[0,0,0,1,0,4,0,3,0,0,3,0,1,0,0,0],
[0,0,0,1,0,2,2,1,0,3,0,1,1,0,0,0],
[0,0,0,1,1,2,2,1,0,0,0,1,0,0,0,0],
[0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];


levels[3]=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0],
[0,0,0,0,1,4,3,0,1,0,0,0,0,0,0,0],
[0,0,0,0,1,1,3,0,1,1,0,0,0,0,0,0],
[0,0,0,0,1,1,0,3,0,1,0,0,0,0,0,0],
[0,0,0,0,1,2,3,0,0,1,0,0,0,0,0,0],
[0,0,0,0,1,2,2,5,2,1,0,0,0,0,0,0],
[0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];


levels[4]=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,1,4,0,1,1,1,0,0,0,0,0],
[0,0,0,0,0,1,0,3,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,1,0,1,1,0,0,0,0],
[0,0,0,0,1,2,1,0,1,0,0,1,0,0,0,0],
[0,0,0,0,1,2,3,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,2,0,0,0,3,0,1,0,0,0,0],
[0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];


levels[5]=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0],
[0,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0],
[0,1,0,0,0,2,1,1,1,0,1,0,0,0,0,0],
[0,1,0,1,0,1,0,0,0,0,1,1,0,0,0,0],
[0,1,0,1,0,3,0,3,1,2,0,1,0,0,0,0],
[0,1,0,1,0,0,5,0,0,1,0,1,0,0,0,0],
[0,1,0,2,1,3,0,3,0,1,0,1,0,0,0,0],
[0,1,1,0,0,0,0,1,0,1,0,1,1,1,0,0],
[0,0,1,0,1,1,1,2,0,0,0,0,4,1,0,0],
[0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0],
[0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];


levels[6]=[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
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levels[35]=[
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levels[36]=[
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levels[37]=[
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levels[40]=[
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[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
</script>
</html>

??代碼開源,但需要有一定JS語音基礎方可閱讀,我明白“ 授人以魚不如授人以漁 ”的道理,所以代碼中常常只留下自定義注釋,方便大家修改,但不能憑此參透其中的奧妙,我并沒有藏拙,好學的人自然會想辦法尋找答案,自學也是人生的一門必修課,


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