黄金矿工游戏的HTML+CSS+JAVASCRIPT纯前端实现
no_xycoordinate 2024-08-13 11:33:01 阅读 81
目录
style.cssindex.htmlgold.jsgame.jsbackground.pngclock.pngdiamond.pngdolar.pnggold.pnghook.pnglevel.pngrock.pngtarget.png最终结果
本文介绍一个开源的
<code>HTML
+
CSS
+
JAVASCRIPT
纯前端实现的网页版黄金矿工游戏 ——
Gold-Miner-Game,作者是
zukahai ,该开源代码的目录结构如下:
Gold-Miner-Game
├── css
│ └── style.css
├── images
│ ├── background.png
│ ├── clock.png
│ ├── diamond.png
│ ├── dolar.png
│ ├── gold.png
│ ├── hook.png
│ ├── level.png
│ ├── rock.png
│ └── target.png
├── index.html
└── js
├── game.js
└── gold.js
style.css
body{
background-color: white;
margin: 0px;
text-align: center;
}
html, body {
margin: 0;
height: 100%;
overflow: hidden
}
html {
scrollbar-width: none;
-ms-overflow-style: none;
}
html { overflow-y: hidden; }
index.html
<!DOCTYPE html>
<html lang="en">code>
<head>
<title>HaiZuka - Gold Miner Game</title>
<link rel="stylesheet" href="css/style.css">code>
<meta
name='viewport' code>
content='width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0' code>
/>
</head>
<body></body>
<script type="text/javascript" src="js/gold.js"></script>code>
<script type="text/javascript" src="js/game.js"></script>code>
</html>
gold.js
var goldIm = new Image();
goldIm.src="images/gold.png";code>
var rockIm = new Image();
rockIm.src="images/rock.png";code>
var diamondIM = new Image();
diamondIM.src="images/diamond.png";code>
class gold {
constructor(game) {
this.game = game;
this.init();
}
init() {
this.type = Math.floor(Math.random() * 100000) % 8;
this.x = 2 * this.game.getWidth() + Math.random() * (game_W - 4 * this.game.getWidth());
this.y = 2 * this.game.getWidth() + game_H / 3 + Math.random() * (2 * game_H / 3 - 4 * this.game.getWidth());
this.alive = true;
this.update();
}
update() {
switch (this.type) {
case 0:
this.speed = this.game.getWidth() / 5;
this.width = this.game.getWidth();
this.height = this.game.getWidth() / 2;
this.IM = goldIm;
this.score = 50;
break;
case 1:
this.speed = this.game.getWidth() / 8;
this.width = 1.5 * this.game.getWidth();
this.height = 1.5 * this.game.getWidth() / 2;
this.IM = goldIm;
this.score = 100;
break;
case 2:
this.speed = this.game.getWidth() / 20;
this.width = 2.5 * this.game.getWidth();
this.height = 2.5 * this.game.getWidth() / 2;
this.IM = goldIm;
this.score = 250;
break;
case 3:
this.speed = this.game.getWidth() / 15;
this.width = 1.5 * this.game.getWidth();
this.height = 1.5 * this.game.getWidth();
this.IM = rockIm;
this.score = 11;
break;
case 4:
this.speed = this.game.getWidth() / 40;
this.width = 1.8 * this.game.getWidth();
this.height = 1.8 * this.game.getWidth();
this.IM = rockIm;
this.score = 20;
break;
case 5:
this.speed = this.game.getWidth() / 65;
this.width = 2 * this.game.getWidth();
this.height = 2 * this.game.getWidth();
this.IM = rockIm;
this.score = 30;
break;
case 6:
case 7:
this.speed = this.game.getWidth() / 2.5;
this.width = this.game.getWidth() / 2;
this.height = this.game.getWidth() / 2.5;
this.IM = diamondIM;
this.score = 600;
break;
}
}
randomXY() {
this.x = 2 * this.game.getWidth() + Math.random() * (game_W - 4 * this.game.getWidth());
this.y = 2 * this.game.getWidth() + game_H / 3 + Math.random() * (2 * game_H / 3 - 4 * this.game.getWidth());
}
draw() {
// this.game.rotate(0);
this.game.context.drawImage(this.IM, this.x - this.width / 2, this.y - this.height / 2, this.width, this.height);
}
size() {
return Math.sqrt(this.width * this.width + this.height * this.height) / 2;
}
}
game.js
// canvas 以左上角为坐标原点,向右为 X 轴正方向,向下为 Y 轴正方向
let game_W = 20;
let game_H = 20;
let XXX = 0, YYY = 0, Xh = 0, Yh = 0; // (XXX,YYY):hook 绳旋转的圆心点坐标;(Xh,Yh):hook 当前时刻坐标
let MaxLeng = 0; // hook 绳最大的长度
let speedReturn = 0 // hook 绳返回的速度
let R = 0, r = 0; // R:hook 绳最小的长度;r:hook 绳当前的长度
let drag = false; // hook 绳如果在旋转,则为 false,否则为 true
let d = false; // hook 绳如果在伸长,则为 true,如果在减短,则为 false。这个标志只有在drag 为 true 时才有效。
let ok = false; // 如果当前 hook 绳钩住了物品,则为 true
let angle = 90; // hook 绳当前的角度,从 X 轴正方向开始,顺时针为正,逆时针为负
let ChAngle = -1; // 每帧更新时,hook 绳角度的变化值
index = -1; // 钩住的物品的下标
level = -1; // 当前的关卡值
time = 60; // 每关的时长
tager = 0; // 目标分数
timeH = 0; // timeH = 成功钩上物品时剩余的秒数 - 0.7s,表示在 timeH 表示的时间点前都需要显示当前物品所得的分数
vlH = 0; // 当前物品所得的分数
var bg = new Image();
bg.src="images/background.png";code>
var hook = new Image();
hook.src="images/hook.png";code>
var targetIM = new Image();
targetIM.src="images/target.png";code>
var dolarIM = new Image();
dolarIM.src="images/dolar.png";code>
var levelIM = new Image();
levelIM.src="images/level.png";code>
var clockIM = new Image();
clockIM.src="images/clock.png";code>
let N = -10; // 物品总数
class game {
constructor() {
this.canvas = null;
this.context = null;
this.score = 0;
this.init();
}
init() {
this.canvas = document.createElement("canvas");
this.context = this.canvas.getContext("2d");
document.body.appendChild(this.canvas);
this.render();
this.newGold();
this.initGold();
this.loop();
// 监听鼠标和键盘,任意点击鼠标或按下任意一个键,hook 都会往外伸长
this.listenKeyboard();
this.listenMouse();
}
newGold() {
ok = false;
index = -1;
Xh = XXX;
Yh = YYY;
r = R;
drag = false;
timeH = -1;
vlH = 0;
time = 60;
level ++;
tager = (level + 1) * 1000 + level * level * 120;
this.initGold();
}
listenKeyboard() {
document.addEventListener("keydown", key => {
this.solve();
})
}
listenMouse() {
document.addEventListener("mousedown", evt => {
this.solve();
})
}
solve() {
if (!drag) {
drag = true;
d = true;
speedReturn = this.getWidth() / 2;
index = -1;
}
}
loop() {
this.update();
this.draw();
if (time > 0 || this.score > tager)
setTimeout(() => this.loop(), 10);
if (time <= 0 || this.checkWin()) {
if (this.score >= tager || this.checkWin())
this.newGold();
else {
window.alert("You lose!" + "\n" + "Your Score: " + this.score);
location.reload();
}
}
}
update() {
this.render();
time -= 0.01;
Xh = XXX + r * Math.cos(this.toRadian(angle));
Yh = YYY + r * Math.sin(this.toRadian(angle));
if (!drag) {
angle += ChAngle;
if (angle >= 165 || angle <= 15)
ChAngle = -ChAngle;
} else {
if (r < MaxLeng && d && !ok)
r += this.getWidth() / 5;
else {
d = false;
r -= speedReturn / 2.5;
}
if (r < R) {
r = R;
drag = false;
ok = false;
index = -1;
for (let i = 0; i < N; i++)
if (this.gg[i].alive && this.range(Xh, Yh, this.gg[i].x, this.gg[i].y) <= 2 * this.getWidth()) {
this.gg[i].alive = false;
this.score += this.gg[i].score;
timeH = time - 0.7;
vlH = this.gg[i].score;
}
}
}
if (drag && index == -1) {
for (let i = 0; i < N; i++)
if (this.gg[i].alive && this.range(Xh, Yh, this.gg[i].x, this.gg[i].y) <= this.gg[i].size()) {
ok = true;
index = i;
break;
}
}
if (index != -1) {
this.gg[index].x = Xh;
this.gg[index].y = Yh + this.gg[index].height / 3;
speedReturn = this.gg[index].speed;
}
}
render() {
if (game_W != document.documentElement.clientWidth || game_H != document.documentElement.clientHeight) {
this.canvas.width = document.documentElement.clientWidth;
this.canvas.height = document.documentElement.clientHeight;
game_W = this.canvas.width;
game_H = this.canvas.height;
XXX = game_W / 2;
YYY = game_H * 0.18;
R = this.getWidth() * 2;
if (!drag)
r = R;
MaxLeng = this.range(XXX, YYY, game_W - 2 * this.getWidth(), game_H - 2 * this.getWidth());
if (N < 0)
N = game_W * game_H / (20 * this.getWidth() * this.getWidth());
// window.alert("game_W: " + game_W + ", game_H: " + game_H + ", R: " + R + ", MaxLeng: " + MaxLeng + ", getWidth: " + this.getWidth());
}
}
draw() {
this.clearScreen();
for (let i = 0; i < N; i++)
if (this.gg[i].alive) {
this.gg[i].update();
this.gg[i].draw();
}
this.context.beginPath();
this.context.strokeStyle = "#FF0000";
this.context.lineWidth = Math.floor(this.getWidth() / 10);
this.context.moveTo(XXX, YYY);
this.context.lineTo(Xh, Yh);
this.context.stroke();
this.context.beginPath();
this.context.arc(XXX, YYY, 3, 0, 2 * Math.PI);
this.context.stroke();
this.context.save();
this.context.translate(Xh, Yh);
this.context.rotate(this.toRadian(angle - 90));
this.context.drawImage(hook, - this.getWidth() / 4,- this.getWidth() / 8, this.getWidth() / 2, this.getWidth() / 2);
this.context.restore();
this.drawText();
}
drawText() {
this.context.drawImage(dolarIM, this.getWidth() / 2, this.getWidth() / 2, this.getWidth(), this.getWidth());
this.context.fillStyle = "red";
if (this.score > tager)
this.context.fillStyle = "#FF6600";
this.context.font = this.getWidth() + 'px Stencil';
this.context.fillText(this.score, this.getWidth() * 1.5, this.getWidth() * 1.35);
this.context.drawImage(targetIM, this.getWidth() / 2, this.getWidth() / 2 + this.getWidth(), this.getWidth(), this.getWidth());
this.context.fillStyle = "#FF6600";
this.context.font = this.getWidth() + 'px Stencil';
this.context.fillText(tager, this.getWidth() * 1.5, this.getWidth() * 2.35);
this.context.drawImage(levelIM, game_W - 3 * this.getWidth(), this.getWidth() / 2, this.getWidth(), this.getWidth());
this.context.fillStyle = "#FFFFCC";
this.context.font = this.getWidth() + 'px Stencil';
this.context.fillText(level + 1, game_W - 2 * this.getWidth(), this.getWidth() * 1.35);
this.context.drawImage(clockIM, game_W - 3 * this.getWidth(), this.getWidth() / 2 + this.getWidth(), this.getWidth(), this.getWidth());
this.context.fillStyle = "#FF00FF";
this.context.font = this.getWidth() + 'px Stencil';
this.context.fillText(Math.floor(time), game_W - 2 * this.getWidth(), this.getWidth() * 2.35);
if (Math.abs(timeH - time) <= 0.7) {
this.context.fillStyle = "red";
this.context.fillText("+" + vlH, XXX, YYY * 0.8);
}
}
clearScreen() {
this.context.clearRect(0, 0, game_W, game_H);
this.context.drawImage(bg, (bg.width - game_W * (bg.height / game_H)) / 2, 0, game_W * (bg.height / game_H), bg.height, 0, 0, game_W, game_H);
}
checkWin() {
let check = true;
for (let i = 0; i < N; i++)
if (this.gg[i].alive == true)
check = false;
return check;
}
initGold() {
this.gg = [];
for (let i = 0; i < N; i++)
this.gg[i] = new gold(this);
while (true) {
let check = true;
for (let i = 0; i < N - 1; i++)
for (let j = i + 1; j < N; j++)
while (this.range(this.gg[i].x, this.gg[i].y, this.gg[j].x, this.gg[j].y) < 2 * this.getWidth()) {
check = false;
this.gg[j].randomXY();
}
if (check)
break;
}
}
getWidth() {
var area = document.documentElement.clientWidth * document.documentElement.clientHeight;
return Math.sqrt(area / 300);
}
toRadian(angle) {
return (angle / 180) * Math.PI;
}
// 计算两点距离
range(x1, y1, x2, y2) {
return Math.sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
}
}
new game();
background.png
clock.png
diamond.png
dolar.png
gold.png
hook.png
level.png
rock.png
target.png
最终结果
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