围住神经猫游戏开发

2017-06-06  本文已影响135人  会飞的猪l

作为一个前端小白,有一个热爱学习的心。对游戏开发有这深刻的兴趣,将围住神经猫游戏开发的源码,分享一下。
或许很多人没有听说过这款游戏,游戏思路很简单,就是让这只猫无路可走。

就类似这样一个页面,直到让这只猫无路可走。
我并没有找到这只猫的图片,随意我用另一种颜色的球来代替,模拟这只猫。主要用了canvas,面向对象,以及一些简单的逻辑。
并且引了一个基于canvas开发的easeljs框架,可以去网站去下载一下http://createjs.com/

HTML

<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title></title>
        <style type="text/css">
            *{
                margin: 0;
                padding: 0;
            }
        </style>
        <script src="js/easeljs-0.8.2.min.js" type="text/javascript" charset="utf-8"></script>
        <script src="js/Circle.js" type="text/javascript" charset="utf-8"></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>

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;

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();

这样制作出了一个简单的围住神经猫的游戏开发。

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