本文小編為大家詳細(xì)介紹“html5怎么實(shí)現(xiàn)神經(jīng)貓游戲”,內(nèi)容詳細(xì),步驟清晰,細(xì)節(jié)處理妥當(dāng),希望這篇“html5怎么實(shí)現(xiàn)神經(jīng)貓游戲”文章能幫助大家解決疑惑,下面跟著小編的思路慢慢深入,一起來(lái)學(xué)習(xí)新知識(shí)吧。
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游戲設(shè)計(jì)思路
從貓當(dāng)前的位置找六個(gè)方向中可通行的鄰居,然后從這些鄰居出發(fā),再找它們各自的可通行鄰居,一直這樣找下去,一邊找的過(guò)程中,一邊判斷當(dāng)前已經(jīng)找到的鄰居中有沒(méi)有處在游戲區(qū)邊緣的,如果有,那么尋找過(guò)程提前結(jié)束,判斷結(jié)果是:貓沒(méi)有被圍住。如果直到所有的可通行鄰居都找到了,里面都沒(méi)有處在游戲區(qū)邊緣的,那么判斷結(jié)果是:貓被圍住了。
參考代碼
cat.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;
//定義7種狀態(tài) 表示 移動(dòng)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){
//分別判斷能走的位置
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
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;
}
//表示碰到邊緣 游戲結(jié)束
if(currentCat.indexX == 0 ||currentCat.indexX == 8 ||currentCat.indexY==0 ||currentCat.indexY==8){
alert("游戲結(jié)束");
return;
}
var dir = getMoveDir(currentCat);
switch (dir){
//判斷他要走那一個(gè)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;
//沒(méi)有方向走 游戲結(jié)束
default:
alert("游戲結(jié)束");
}
}
function addCircles(){
//生成游戲背景
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?yàn)閅軸是 一前一后 所有判斷一下 Y%2
c.x = indexY%2?indexX*55+25:indexX*55;
c.y = indexY * 55;
if(indexX == 4 && indexY == 4){
//中間出現(xiàn)一只貓
c.setCircleType(3);
currentCat = c;
}else if(Math.random() <0.1){
//讓頁(yè)面上隨機(jī)出現(xiàn) 不能走的方框 方便圍這只貓
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){
//沒(méi)有點(diǎn)擊過(guò)的顏色
case Circle.TYPE_UNSELECTED:
this.setColor("#cccccc");
break;
//點(diǎn)擊過(guò)的顏色
case Circle.TYPE_SELECTED:
this.setColor("#ff6600");
break;
//貓的顏色
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();
//三種狀態(tài) 表示 一個(gè)為點(diǎn)擊之后的 一個(gè)點(diǎn)擊之前 一個(gè)是貓
Circle.TYPE_UNSELECTED = 1;
Circle.TYPE_SELECTED = 2;
Circle.TYPE_CAT = 3;
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