认识HTML5和Canvas
最近我学到了点HTML5和Canvas的东西。说白了,它们就是咱们做网页时经常要用到的那两样工具。HTML5,就是更新后的HTML,有好多好用的新功能;Canvas?也挺厉害的,它是HTML5里面的一环,能让你用 JavaScript 画出各种图形。这样子,大家在做网页的时候就能有更多的创意空间!
var Resource = Class.create(); $.extend(Resource.prototype, { initialize: function () { }, Images: [ { path: 'img/bg1.png', x: 0, y: 0, w: 800, h: 480, data: null, type: 61, visible: true }, { path: 'img/BeiMian.jpg', x: 320, y: 5, w: 100, h: 121, data: null, type: 62, visible: true }, { path: 'img/btn.jpg', x: 300, y: 281, w: 140, h: 50, data: null, type: 63, visible: true, text: '开始', textX: 366, textY: 310 }, { x: 0, y: 0, type: 66, isText: true, visible: false }, { path: 'img/1.jpg', data: null, type: 16, visible: false }, { path: 'img/2.jpg', data: null, type: 17, visible: false }, { path: 'img/3.jpg', data: null, type: 3, visible: false, se: 1 }, { path: 'img/4.jpg', data: null, type: 4, visible: false, se: 1 }, { path: 'img/5.jpg', data: null, type: 5, visible: false, se: 1 }, { path: 'img/6.jpg', data: null, type: 6, visible: false, se: 1 }, { path: 'img/7.jpg', data: null, type: 7, visible: false, se: 1 }, { path: 'img/8.jpg', data: null, type: 8, visible: false, se: 1 }, { path: 'img/9.jpg', data: null, type: 9, visible: false, se: 1 }, { path: 'img/10.jpg', data: null, type: 10, visible: false, se: 1 }, { path: 'img/11.jpg', data: null, type: 11, visible: false, se: 1 }, { path: 'img/12.jpg', data: null, type: 12, visible: false, se: 1 }, { path: 'img/13.jpg', data: null, type: 13, visible: false, se: 1 }, { path: 'img/14.jpg', data: null, type: 14, visible: false, se: 1 }, { path: 'img/15.jpg', data: null, type: 15, visible: false, se: 1 }, { path: 'img/16.jpg', data: null, type: 3, visible: false, se: 4 }, { path: 'img/17.jpg', data: null, type: 4, visible: false, se: 4 }, { path: 'img/18.jpg', data: null, type: 5, visible: false, se: 4 }, { path: 'img/19.jpg', data: null, type: 6, visible: false, se: 4 }, { path: 'img/20.jpg', data: null, type: 7, visible: false, se: 4 }, { path: 'img/21.jpg', data: null, type: 8, visible: false, se: 4 }, { path: 'img/22.jpg', data: null, type: 9, visible: false, se: 4 }, { path: 'img/23.jpg', data: null, type: 10, visible: false, se: 4 }, { path: 'img/24.jpg', data: null, type: 11, visible: false, se: 4 }, { path: 'img/25.jpg', data: null, type: 12, visible: false, se: 4 }, { path: 'img/26.jpg', data: null, type: 13, visible: false, se: 4 }, { path: 'img/27.jpg', data: null, type: 14, visible: false, se: 4 }, { path: 'img/28.jpg', data: null, type: 15, visible: false, se: 4 }, { path: 'img/29.jpg', data: null, type: 3, visible: false, se: 3 }, { path: 'img/30.jpg', data: null, type: 4, visible: false, se: 3 }, { path: 'img/31.jpg', data: null, type: 5, visible: false, se: 3 }, { path: 'img/32.jpg', data: null, type: 6, visible: false, se: 3 }, { path: 'img/33.jpg', data: null, type: 7, visible: false, se: 3 }, { path: 'img/34.jpg', data: null, type: 8, visible: false, se: 3 }, { path: 'img/35.jpg', data: null, type: 9, visible: false, se: 3 }, { path: 'img/36.jpg', data: null, type: 10, visible: false, se: 3 }, { path: 'img/37.jpg', data: null, type: 11, visible: false, se: 3 }, { path: 'img/38.jpg', data: null, type: 12, visible: false, se: 3 }, { path: 'img/39.jpg', data: null, type: 13, visible: false, se: 3 }, { path: 'img/40.jpg', data: null, type: 14, visible: false, se: 3 }, { path: 'img/41.jpg', data: null, type: 15, visible: false, se: 3 }, { path: 'img/42.jpg', data: null, type: 3, visible: false, se: 2 }, { path: 'img/43.jpg', data: null, type: 4, visible: false, se: 2 }, { path: 'img/44.jpg', data: null, type: 5, visible: false, se: 2 }, { path: 'img/45.jpg', data: null, type: 6, visible: false, se: 2 }, { path: 'img/46.jpg', data: null, type: 7, visible: false, se: 2 }, { path: 'img/47.jpg', data: null, type: 8, visible: false, se: 2 }, { path: 'img/48.jpg', data: null, type: 9, visible: false, se: 2 }, { path: 'img/49.jpg', data: null, type: 10, visible: false, se: 2 }, { path: 'img/50.jpg', data: null, type: 11, visible: false, se: 2 }, { path: 'img/51.jpg', data: null, type: 12, visible: false, se: 2 }, { path: 'img/52.jpg', data: null, type: 13, visible: false, se: 2 }, { path: 'img/53.jpg', data: null, type: 14, visible: false, se: 2 }, { path: 'img/54.jpg', data: null, type: 15, visible: false, se: 2 } ] });
尝试写斗地主Demo
刚搞定HTML5跟Canvas,我就马上试着把demo上的材料拼成了个斗地主小游。有好些按钮啊、文字啥的,还有54张牌,都是做小游戏必不可少的东西。别看我现在的代码还没整理好,但是自己亲手实践学到的东西还是挺让人开心的~
Resource.Images素材数组
Resource.Images这个大宝库里面有很多游戏要用到的稀奇古怪的东西,比如按钮,文字,还有漂亮的背景图和整整54张卡牌!有了它们,我们就能让游戏看起来更炫酷~
var Labels = Class.create(); $.extend(Labels.prototype, { initialize: function (cxt) { this.cxt = cxt; }, setText: function (text, postion) { this.cxt.font = 'bold 20px serif'; this.cxt.fillStyle = '#000000'; this.cxt.textAlign = 'center'; this.cxt.fillText(text, postion.x, postion.y); } });
Lables类介绍
我用Canvas画布画文本就好像做UI展示的帽子,必不可少。有个叫Labels类的小帮手,专门帮你在Canvas上搞文字,设置字体、字号和颜色,想显示啥就显示啥。而它里面的setText方法,就是指挥这些文字按你说的办。
initEvt初始化事件
在Canvas里弄点击事件比普通的DOM元素麻烦点。因为Canvas是用一帧一帧画出来的,不像别的元素那么直观,你得特别一点来处理这个事儿。initEvt就是处理这个事儿的娃,先算出鼠标在Canvas上的大概位置,然后结合每个东西自己的坐标和大小,看点击地方在不在他们里面就对了。
onControlClick处理点击事件
var DdZGame = Class.create(); DdZGame.Statics = { DealedNums: 0, isLeftFirstDeal: true }; $.extend(DdZGame.prototype, { initialize: function () { DdZGame.Statics.IsGetLander = false; DdZGame.Statics.DealTime = 66; this.leftPokers = []; this.rightPokers = []; this.myPokers = []; this.LastPokers = [];//最后3张牌 this.leftPlays = []; this.rightPlays = []; this.myPlays = []; this.myBtnPostion = { y: 245, x: 162 }; this.isStart = false; this.Res = new Resource(); this.allPokers = new Array(); this.Lander = 0;//地主,1右边,2My,3左边 this.isGetLander = {}; this.GmCanvas = document.getElementById('gmCanvas'); this.cxt = this.GmCanvas.getContext('2d'); this.Lbl = new Labels(this.cxt); this.init(); this.initEvt(); }, initEvt: function () { this.GmCanvas.onclick = $.proxy(function (e) { var box = this.GmCanvas.getBoundingClientRect(); DdZGame.Statics.MousePostion = { x: e.pageX - box.left, y: e.pageY - box.top }; this.onControlClick(); }, this); }, onControlClick: function () { var isClick = false; for (var i = 0; i = c.x && postion.x = c.y && postion.y <= c.y + c.h) { c.onClick(); isClick = true; break; } } } if (!isClick) { for (var i = 0; i = c.x && postion.x = c.y && postion.y <= c.y + c.h) { c.onClick(); isClick = true; break; } } } } }, loadImages: function (callback) { var loadedNums = 0; var totalNums = this.Res.Images.length - 1; this.Controls = []; $.each(this.Res.Images, $.proxy(function (i, o) { if (!o.path) { return true; } o.data = new Image(); o.data.src = o.path; o.data.onload = $.proxy(function () { if (o.type = totalNums) { callback.call(this); } }, this); }, this)); }, drawImage: function (callback, isUnVisibleLast) {//isVisibleLast 是否让底牌不可见 $.each(this.Controls, $.proxy(function (i, o) { if (!o.visible) return true; if (o.type == 62) { var x = 0; for (var i = 0; i 0) { var o = arry[0]; var x = 0, y = 0; if (!DdZGame.Statics[direction]) { DdZGame.Statics[direction] = this[direction]; } if (!o.x) { x = DdZGame.Statics[direction].x; y = DdZGame.Statics[direction].y; o.x = this[direction].x; o.y = this[direction].y; } else { x = o.x; y = o.y; } if (!o.visible) { return true; } o.w = 18; o.h = 129; if (arry.length == 1) { o.w = 105; o.h = 150; } var img = o.data; if (isBeiMian) { img = beiMain.data; } else if (direction == 'myPannel') { o.onClick = $.proxy(function () { if (!this.isStart) return; if (!o.isPlay) { o.isPlay = true; o.y -= 30; } else { o.isPlay = false; o.y += 30; } DdZGame.Statics.DealTime = 0; this.drawImage(); }, this); } this.cxt.drawImage(img, x, y); DdZGame.Statics[direction][axis] += identiy; arry.splice(0, 1); if (DdZGame.Statics.DealTime > 0) DdZGame.Statics[direction + 'handle'] = setTimeout($.proxy(function () { DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis); }, this), DdZGame.Statics.DealTime); else DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis); } else if (DdZGame.Statics[direction + 'handle'] || DdZGame.Statics.DealTime == 0) { clearTimeout(DdZGame.Statics[direction + 'handle']); if (direction == 'leftPannel' && copyLeftPokers.length == 0) { isDealEndLeft = true; } if (direction == 'rightPannel' && copyRightPokers.length == 0) { isDealEndRight = true; } if (direction == 'myPannel' && copyMyPokers.length == 0) { isDealEndMy = true; } if (direction == 'lastPannel' && copyLastPokers.length == 0) { isDealEndLast = true; } if (isDealEndLeft && isDealEndRight && isDealEndMy && isDealEndLast) { /*发牌完毕*/ /*抢地主*/ if (callback) callback(); } } }; DrawPokers.call(this, copyLeftPokers, 'leftPannel', true, 26, 'y'); DrawPokers.call(this, copyRightPokers, 'rightPannel', true, 26, 'y'); DrawPokers.call(this, copyMyPokers, 'myPannel', false, 19, 'x'); DrawPokers.call(this, copyLastPokers, 'lastPannel', isUnVisibleLast, 126, 'x'); }, init: function () { this.loadImages(this.drawImage); }, Dealing: function () {//发牌 this.leftPannel = { x: 5, y: 18 }; this.rightPannel = { x: 691, y: 18 }; this.myPannel = { x: 198, y: 330 }; this.lastPannel = { x: 243, y: 5 }; if (DdZGame.Statics.DealedNums >= 51) { //发牌完毕 $.each(this.allPokers, $.proxy(function (i, o) { o.visible = true; this.LastPokers.push(o); }, this)); this.myPokers.sort(function (a, b) { if (a.type != b.type) return b.type - a.type; return b.se - a.se; }); $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0].visible = false; this.drawImage($.proxy(function () { this.GetLander(); }, this), true); } else { /*1、left*/ var index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0); var c = this.allPokers.splice(index, 1); c[0].visible = true; this.leftPokers.push(c[0]); DdZGame.Statics.DealedNums++; /*2、right*/ index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0); c = this.allPokers.splice(index, 1); c[0].visible = true; this.rightPokers.push(c[0]); DdZGame.Statics.DealedNums++; index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0); c = this.allPokers.splice(index, 1); c[0].visible = true; this.myPokers.push(c[0]); DdZGame.Statics.DealedNums++; this.Dealing(); } }, GetLander: function (firstGet, minScore, curScore) { /*随机出谁先叫地主*/ //if (curScore && !this.isGetLander[1] && !this.isGetLander[2] && !this.isGetLander[3]) { // //**Game Over ! // alert('无人抢地主'); // return; //} var postion = { 1: { y: 100, x: 640 }, 3: { y: 100, x: 126 }, 2: { x: 216, y: 297 } }; if (!curScore) { if (!minScore) minScore = 1; if (!firstGet) firstGet = Math.floor(Math.random() * (3 - 1 + 1) + 1); if (firstGet == 1 || firstGet == 3) { //电脑抢地主 if (this.isGetLander[firstGet] == -1 || this.isGetLander[firstGet]) { $.each(this.Controls, $.proxy(function (i, o) { if (o.Lander) { o.visible = false; } }, this)); var max = 0; if (this.isGetLander[1] > this.isGetLander[2]) { max = this.isGetLander[1]; this.Lander = 1; } else { max = this.isGetLander[2]; this.Lander = 2; } if (max this.isGetLander[2]) { max = this.isGetLander[1]; this.Lander = 1; } else { max = this.isGetLander[2]; this.Lander = 2; } if (max this.isGetLander[2]) { max = this.isGetLander[1]; this.Lander = 1; } else { max = this.isGetLander[2]; this.Lander = 2; } if (max < this.isGetLander[3]) { max = this.isGetLander[3]; this.Lander = 3; } if (max == 0) { alert('Game Over !'); return; } var txt = max + '分'; var t = {}; var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0]; $.extend(t, tObj);//复制对象 if (this.CurScore == 4) { txt = '不抢'; } t.text = txt; t.x = postion[this.Lander].x; t.y = postion[this.Lander].y; t.visible = true; this.Controls.push(t); //DdZGame.Statics.DealTime = 0; //this.drawImage($.proxy(function () { this.Play(this.Lander, '抢地主啊'); }, this), false); this.FanDiPai(this.Lander); return; } //if (DdZGame.Statics.IsGetLander) { // return; //} //DdZGame.Statics.IsGetLander = true;//是否在抢地主 console.log('我抢地主'); var btnObj = $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 63; }, this))[0]; if (!this.CurScore) { this.CurScore = 0; } var txtX = 0; for (var i = 1; i this.CurScore) { var btn = {}; $.extend(btn, btnObj); btn.text = i + '分'; btn.x = this.myBtnPostion.x; btn.y = this.myBtnPostion.y; btn.visible = true; btn.type = 63; btn.textX = this.myBtnPostion.x + 30; btn.textY = 286; btn.h = 50; btn.w = 81; btn.Lander = true; btn.onClick = (function (i, obj) { return function () { obj.GetLander(3, i + 1, i); }; })(i, this) DdZGame.Statics.DealTime = 0; this.Controls.push(btn); this.myBtnPostion.x += btn.w + 10; } } if (DdZGame.Statics.DealTime == 0) { var btn = {}; $.extend(btn, btnObj); btn.text = '不抢'; btn.x = this.myBtnPostion.x; btn.y = this.myBtnPostion.y; btn.visible = true; btn.type = 63; btn.textX = this.myBtnPostion.x + 30; btn.textY = 286; btn.h = 50; btn.w = 81; btn.Lander = true; btn.onClick = $.proxy(function () { this.GetLander(3, minScore, 4); }, this); this.Controls.push(btn); this.drawImage(null, true); } }, FanDiPai: function (lander) {//翻底牌 DdZGame.Statics.DealTime = 0; var p = ''; if (lander == 1) { p = 'rightPokers'; } else if (lander == 2) { p = 'myPokers'; } else if (lander == 3) { p = 'leftPokers'; } /*谁抢到地主,底牌归谁*/ $.each(this.LastPokers, $.proxy(function (i, o) { var c = {}; $.extend(c, o); c.x = null; c.y = null; this[p].push(c); test = c.path; }, this)); if (lander == 2) { this.myPokers.sort(function (a, b) { a.x = null; a.y = null; b.x = null; b.y = null; if (a.type != b.type) return b.type - a.type; return b.se - a.se; }); this.myPannel = { x: 198, y: 330 }; DdZGame.Statics['myPannel'] = null; } this.drawImage($.proxy(function () { this.isStart = true; this.Play(lander, '是地主啊'); }, this), false); }, Play: function (lander, msg) {//出牌 //alert(''); } });
好,这个onControlClick函数就是看你在哪儿点,然后看看那里有什么东西。如果有个能被点击的东西(虽然不是真正意义上的DOM事件),而且还定义了onclick函数的话,那就把定义在那个元素里头的onclick函数给叫出来干活啰!这样咱们就可以在Canvas里玩点交互游戏咯。
loadImages加载图片资源
“loadImages”这个程序就是我们装载游戏要用到的那些漂亮图片的。等这些图片全装好了,就可以开始在那个Canvas画板上弄点最初级的东西了。不过得先等图片装满了内存,这样我们才能保证玩游戏时能看见图片,然后在Canvas上实现我们的想象力画图了。
init初始化操作
最后是Init函数,它会先叫LoadImages把我们要用的图全给传进来,等图全好了再去画初始那些元素到Canvas里面。这样的话,所有图肯定都到位了,初始化的活也都搞定了,就可以开始一步步玩游戏!
学了HTML5和Canvas,尝试用Demo上的资源搞个斗地主,真是感觉到技术实战的紧密关系。虽然现在的代码还没整好,试过几次都碰壁,不过我知道,只要慢慢摸索、多想想,总会进步的,也能尽可能把这个小玩意弄好点。
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