VUE+Canvas 實(shí)現(xiàn)桌面彈球消磚塊小游戲的示例代碼
大家都玩過(guò)彈球消磚塊游戲,左右鍵控制最底端的一個(gè)小木板平移,接住掉落的小球,將球彈起后消除畫(huà)面上方的一堆磚塊。
那么用VUE+Canvas如何來(lái)實(shí)現(xiàn)呢?實(shí)現(xiàn)思路很簡(jiǎn)單,首先來(lái)拆分一下要畫(huà)在畫(huà)布上的內(nèi)容:
(1)用鍵盤(pán)左右按鍵控制平移的木板;
(2)在畫(huà)布內(nèi)四處彈跳的小球;
(3)固定在畫(huà)面上方,并且被球碰撞后就消失的一堆磚塊。
將上述三種對(duì)象,用requestAnimationFrame()函數(shù)平移運(yùn)動(dòng)起來(lái),再結(jié)合各種碰撞檢查,就可以得到最終的結(jié)果。
先看看最終的效果:
最底部的木板是最簡(jiǎn)單的一部分,因?yàn)槟景宓膟坐標(biāo)是固定的,我們?cè)O(shè)置木板的初始參數(shù),包括其寬度,高度,平移速度等,然后實(shí)現(xiàn)畫(huà)木板的函數(shù):
pannel: {x: 0,y: 0,height: 8,width: 100,speed: 8,dx: 0}, .... drawPannel() { this.drawRoundRect(this.pannel.x,this.pannel.y,this.pannel.width,this.pannel.height,5 );},drawRoundRect(x, y, width, height, radius) { // 畫(huà)圓角矩形 this.ctx.beginPath(); this.ctx.arc(x + radius, y + radius, radius, Math.PI, (Math.PI * 3) / 2); this.ctx.lineTo(width - radius + x, y); this.ctx.arc(width - radius + x,radius + y,radius,(Math.PI * 3) / 2,Math.PI * 2 ); this.ctx.lineTo(width + x, height + y - radius); this.ctx.arc(width - radius + x,height - radius + y,radius,0,(Math.PI * 1) / 2 ); this.ctx.lineTo(radius + x, height + y); this.ctx.arc(radius + x,height - radius + y,radius,(Math.PI * 1) / 2,Math.PI ); this.ctx.fillStyle = '#008b8b'; this.ctx.fill(); this.ctx.closePath();}
程序初始化的時(shí)候,監(jiān)聽(tīng)鍵盤(pán)的左右方向鍵,來(lái)移動(dòng)木板,通過(guò)長(zhǎng)度判斷是否移動(dòng)到了左右邊界使其不能繼續(xù)移出畫(huà)面:
document.onkeydown = function(e) { let key = window.event.keyCode; if (key === 37) {// 左鍵_this.pannel.dx = -_this.pannel.speed; } else if (key === 39) {// 右鍵_this.pannel.dx = _this.pannel.speed; }};document.onkeyup = function(e) { _this.pannel.dx = 0;};.... movePannel() { this.pannel.x += this.pannel.dx; if (this.pannel.x > this.clientWidth - this.pannel.width) {this.pannel.x = this.clientWidth - this.pannel.width; } else if (this.pannel.x < 0) {this.pannel.x = 0; }},二、彈跳的小球和碰撞檢測(cè)
小球的運(yùn)動(dòng)和木板類(lèi)似,只是不僅有dx的偏移,還有dy的偏移。
而且還要有碰撞檢測(cè):
(1)當(dāng)碰撞的是上、右、左墻壁以及木板上的時(shí)候則反彈;
(2)當(dāng)碰撞到是木板以外的下邊界的時(shí)候,則輸?shù)粲螒颍?/p>
(3)當(dāng)碰撞的是磚塊的時(shí)候,被碰的磚塊消失,分?jǐn)?shù)+1,小球反彈。
于是和木板一樣,將小球部分分為畫(huà)小球函數(shù)drawBall()和小球運(yùn)動(dòng)函數(shù)moveBall():
drawBall() { this.ctx.beginPath(); this.ctx.arc(this.ball.x, this.ball.y, this.ball.r, 0, 2 * Math.PI); this.ctx.fillStyle = '#008b8b'; this.ctx.fill(); this.ctx.closePath();},moveBall() { this.ball.x += this.ball.dx; this.ball.y += this.ball.dy; this.breaksHandle(); this.edgeHandle();},breaksHandle() { // 觸碰磚塊檢測(cè) this.breaks.forEach(item => {if (item.show) { if ( this.ball.x + this.ball.r > item.x && this.ball.x - this.ball.r < item.x + this.breaksConfig.width && this.ball.y + this.ball.r > item.y && this.ball.y - this.ball.r < item.y + this.breaksConfig.height ) { item.show = false; this.ball.dy *= -1; this.score ++ ; if(this.showBreaksCount === 0){ this.gameOver = true; } }} });},edgeHandle() { // 邊緣檢測(cè) // 碰到頂部反彈 if (this.ball.y - this.ball.r < 0) {this.ball.dy = -this.ball.dy; } if (// 碰到左右墻壁this.ball.x - this.ball.r < 0 ||this.ball.x + this.ball.r > this.clientWidth ) {this.ball.dx = -this.ball.dx; } if (this.ball.x >= this.pannel.x &&this.ball.x <= this.pannel.x + this.pannel.width &&this.ball.y + this.ball.r >= this.clientHeight - this.pannel.height ) {// 球的x在板子范圍內(nèi)并觸碰到了板子this.ball.dy *= -1; } else if ((this.ball.x < this.pannel.x || this.ball.x > this.pannel.x + this.pannel.width) &&this.ball.y + this.ball.r >= this.clientHeight ) {// 球碰到了底邊緣了this.gameOver = true;this.getCurshBreaks(); }}三、磚塊的生成
磚塊的生成也比較簡(jiǎn)單,這里我們初始了一些數(shù)據(jù):
breaksConfig: {row: 6, // 排數(shù)height: 25, // 磚塊高度width: 130, // 磚塊寬度radius: 5, // 矩形圓角space: 0, // 間距colunm: 6 // 列數(shù)}
根據(jù)這些配置項(xiàng)以及畫(huà)布寬度,我們可以計(jì)算出每個(gè)磚塊的橫向間隙是多少:
// 計(jì)算得出磚塊縫隙寬度 this.breaksConfig.space = Math.floor((this.clientWidth - this.breaksConfig.width * this.breaksConfig.colunm) / (this.breaksConfig.colunm + 1) );
于是我們可以得到每個(gè)磚塊在畫(huà)布中的x,y坐標(biāo)(指的磚塊左上角的坐標(biāo))
for (let i = 0; i < _this.breaksConfig.row; i++) {for (let j = 0; j < _this.breaksConfig.colunm; j++) { _this.breaks.push({ x: this.breaksConfig.space * (j + 1) + this.breaksConfig.width * j, y: 10 * (i + 1) + this.breaksConfig.height * i, show: true });} }
再加上繪制磚塊的函數(shù):
drawBreaks() { let _this = this; _this.breaks.forEach(item => {if (item.show) { _this.drawRoundRect( item.x, item.y, _this.breaksConfig.width, _this.breaksConfig.height, _this.breaksConfig.radius );} });}四、讓上面三個(gè)部分動(dòng)起來(lái)
(function animloop() { if (!_this.gameOver) {_this.movePannel();_this.moveBall();_this.drawAll(); } else {_this.drawCrushBreaks(); } window.requestAnimationFrame(animloop);})();.... drawAll() { this.ctx.clearRect(0, 0, this.clientWidth, this.clientHeight); this.drawPannel(); this.drawBall(); this.drawScore(); this.drawBreaks();}五、游戲結(jié)束后的效果
在最開(kāi)始的動(dòng)圖里可以看到,游戲結(jié)束后,磚塊粉碎成了若干的小球掉落,這個(gè)其實(shí)和畫(huà)單獨(dú)的小球類(lèi)似,思路就是把剩余的磚塊中心坐標(biāo)處生產(chǎn)若干大小不等,運(yùn)動(dòng)軌跡不等,顏色不等的小球,然后繼續(xù)動(dòng)畫(huà)。
getCurshBreaks() { let _this = this; this.breaks.forEach(item => {if (item.show) { item.show = false; for (let i = 0; i < 8; i++) { // 每個(gè)磚塊粉碎為8個(gè)小球 this.crushBalls.push({ x: item.x + this.breaksConfig.width / 2, y: item.y + this.breaksConfig.height / 2, dx: _this.getRandomArbitrary(-6, 6), dy: _this.getRandomArbitrary(-6, 6), r: _this.getRandomArbitrary(1, 4), color: _this.getRandomColor() }); }} });},drawCrushBreaks() { this.ctx.clearRect(0, 0, this.clientWidth, this.clientHeight); this.crushBalls.forEach(item => {this.ctx.beginPath();this.ctx.arc(item.x, item.y, item.r, 0, 2 * Math.PI);this.ctx.fillStyle = item.color;this.ctx.fill();this.ctx.closePath();item.x += item.dx;item.y += item.dy;if ( // 碰到左右墻壁 item.x - item.r < 0 || item.x + item.r > this.clientWidth) { item.dx = -item.dx;}if ( // 碰到上下墻壁 item.y - item.r < 0 || item.y + item.r > this.clientHeight) { item.dy = -item.dy;} });},
以上就是桌面彈球消磚塊小游戲的實(shí)現(xiàn)思路和部分代碼,實(shí)現(xiàn)起來(lái)很簡(jiǎn)單,兩三百行代碼就可以實(shí)現(xiàn)這個(gè)小游戲。在小球的運(yùn)動(dòng)上可以進(jìn)行持續(xù)優(yōu)化,并且也可以增加難度選項(xiàng)操作。
最后附上全部的vue文件代碼,供大家參考學(xué)習(xí):
<template> <div class='break-ball'> <canvas height='600'></canvas> <div v-if='gameOver'> <div class='dialog'><p class='once-again'>本輪分?jǐn)?shù):{{score}}分</p><p class='once-again'>真好玩!</p><p class='once-again'>再來(lái)一次~~</p><el-button @click='init'>開(kāi)始</el-button> </div> </div> </div></template> <script>const randomColor = [ '#FF95CA', '#00E3E3', '#00E3E3', '#6F00D2', '#6F00D2', '#C2C287', '#ECFFFF', '#FFDC35', '#93FF93', '#d0d0d0'];export default { name: 'BreakBall', data() { return { clientWidth: 0, clientHeight: 0, ctx: null, crushBalls: [], pannel: {x: 0,y: 0,height: 8,width: 100,speed: 8,dx: 0 }, ball: {x: 0,y: 0,r: 8,dx: -4,dy: -4 }, score: 0, gameOver: false, breaks: [], breaksConfig: {row: 6, // 排數(shù)height: 25, // 磚塊高度width: 130, // 磚塊寬度radius: 5, // 矩形圓角space: 0, // 間距colunm: 6 // 列數(shù) } }; }, mounted() { let _this = this; let container = document.getElementById('breakBall'); this.ctx = container.getContext('2d'); this.clientHeight = container.height; this.clientWidth = container.width; _this.init(); document.onkeydown = function(e) { let key = window.event.keyCode; if (key === 37) {// 左鍵_this.pannel.dx = -_this.pannel.speed; } else if (key === 39) {// 右鍵_this.pannel.dx = _this.pannel.speed; } }; document.onkeyup = function(e) { _this.pannel.dx = 0; }; (function animloop() { if (!_this.gameOver) {_this.movePannel();_this.moveBall();_this.drawAll(); } else {_this.drawCrushBreaks(); } window.requestAnimationFrame(animloop); })(); }, computed:{ showBreaksCount(){ return this.breaks.filter(item=>{return item.show; }).length; } }, methods: { init() { let _this = this; _this.gameOver = false; this.pannel.y = this.clientHeight - this.pannel.height; this.pannel.x = this.clientWidth / 2 - this.pannel.width / 2; this.ball.y = this.clientHeight / 2; this.ball.x = this.clientWidth / 2; this.score = 0; this.ball.dx = [-1,1][Math.floor(Math.random() * 2)]*4; this.ball.dy = [-1,1][Math.floor(Math.random() * 2)]*4; this.crushBalls = []; this.breaks = []; // 計(jì)算得出磚塊縫隙寬度 this.breaksConfig.space = Math.floor((this.clientWidth - this.breaksConfig.width * this.breaksConfig.colunm) / (this.breaksConfig.colunm + 1) ); for (let i = 0; i < _this.breaksConfig.row; i++) {for (let j = 0; j < _this.breaksConfig.colunm; j++) { _this.breaks.push({ x: this.breaksConfig.space * (j + 1) + this.breaksConfig.width * j, y: 10 * (i + 1) + this.breaksConfig.height * i, show: true });} } }, drawAll() { this.ctx.clearRect(0, 0, this.clientWidth, this.clientHeight); this.drawPannel(); this.drawBall(); this.drawScore(); this.drawBreaks(); }, movePannel() { this.pannel.x += this.pannel.dx; if (this.pannel.x > this.clientWidth - this.pannel.width) {this.pannel.x = this.clientWidth - this.pannel.width; } else if (this.pannel.x < 0) {this.pannel.x = 0; } }, moveBall() { this.ball.x += this.ball.dx; this.ball.y += this.ball.dy; this.breaksHandle(); this.edgeHandle(); }, breaksHandle() { // 觸碰磚塊檢測(cè) this.breaks.forEach(item => {if (item.show) { if ( this.ball.x + this.ball.r > item.x && this.ball.x - this.ball.r < item.x + this.breaksConfig.width && this.ball.y + this.ball.r > item.y && this.ball.y - this.ball.r < item.y + this.breaksConfig.height ) { item.show = false; this.ball.dy *= -1; this.score ++ ; if(this.showBreaksCount === 0){ this.gameOver = true; } }} }); }, edgeHandle() { // 邊緣檢測(cè) // 碰到頂部反彈 if (this.ball.y - this.ball.r < 0) {this.ball.dy = -this.ball.dy; } if (// 碰到左右墻壁this.ball.x - this.ball.r < 0 ||this.ball.x + this.ball.r > this.clientWidth ) {this.ball.dx = -this.ball.dx; } if (this.ball.x >= this.pannel.x &&this.ball.x <= this.pannel.x + this.pannel.width &&this.ball.y + this.ball.r >= this.clientHeight - this.pannel.height ) {// 球的x在板子范圍內(nèi)并觸碰到了板子this.ball.dy *= -1; } else if ((this.ball.x < this.pannel.x || this.ball.x > this.pannel.x + this.pannel.width) &&this.ball.y + this.ball.r >= this.clientHeight ) {// 球碰到了底邊緣了this.gameOver = true;this.getCurshBreaks(); } }, drawScore(){ this.ctx.beginPath(); this.ctx.font='14px Arial'; this.ctx.fillStyle = '#FFF'; this.ctx.fillText('分?jǐn)?shù):'+this.score,10,this.clientHeight-14); this.ctx.closePath(); }, drawCrushBreaks() { this.ctx.clearRect(0, 0, this.clientWidth, this.clientHeight); this.crushBalls.forEach(item => {this.ctx.beginPath();this.ctx.arc(item.x, item.y, item.r, 0, 2 * Math.PI);this.ctx.fillStyle = item.color;this.ctx.fill();this.ctx.closePath();item.x += item.dx;item.y += item.dy;if ( // 碰到左右墻壁 item.x - item.r < 0 || item.x + item.r > this.clientWidth) { item.dx = -item.dx;}if ( // 碰到上下墻壁 item.y - item.r < 0 || item.y + item.r > this.clientHeight) { item.dy = -item.dy;} }); }, getRandomColor() { return randomColor[Math.floor(Math.random() * randomColor.length)]; }, getRandomArbitrary(min, max) { return Math.random() * (max - min) + min; }, getCurshBreaks() { let _this = this; this.breaks.forEach(item => {if (item.show) { item.show = false; for (let i = 0; i < 8; i++) { this.crushBalls.push({ x: item.x + this.breaksConfig.width / 2, y: item.y + this.breaksConfig.height / 2, dx: _this.getRandomArbitrary(-6, 6), dy: _this.getRandomArbitrary(-6, 6), r: _this.getRandomArbitrary(1, 4), color: _this.getRandomColor() }); }} }); }, drawBall() { this.ctx.beginPath(); this.ctx.arc(this.ball.x, this.ball.y, this.ball.r, 0, 2 * Math.PI); this.ctx.fillStyle = '#008b8b'; this.ctx.fill(); this.ctx.closePath(); }, drawPannel() { this.drawRoundRect(this.pannel.x,this.pannel.y,this.pannel.width,this.pannel.height,5 ); }, drawRoundRect(x, y, width, height, radius) { this.ctx.beginPath(); this.ctx.arc(x + radius, y + radius, radius, Math.PI, (Math.PI * 3) / 2); this.ctx.lineTo(width - radius + x, y); this.ctx.arc(width - radius + x,radius + y,radius,(Math.PI * 3) / 2,Math.PI * 2 ); this.ctx.lineTo(width + x, height + y - radius); this.ctx.arc(width - radius + x,height - radius + y,radius,0,(Math.PI * 1) / 2 ); this.ctx.lineTo(radius + x, height + y); this.ctx.arc(radius + x,height - radius + y,radius,(Math.PI * 1) / 2,Math.PI ); this.ctx.fillStyle = '#008b8b'; this.ctx.fill(); this.ctx.closePath(); }, drawBreaks() { let _this = this; _this.breaks.forEach(item => {if (item.show) { _this.drawRoundRect( item.x, item.y, _this.breaksConfig.width, _this.breaksConfig.height, _this.breaksConfig.radius );} }); } }};</script> <!-- Add 'scoped' attribute to limit CSS to this component only --><style scoped lang='scss'>.break-ball { width: 900px; height: 600px; position: relative; #breakBall { background: #2a4546; } .container { position: absolute; top: 0; right: 0; bottom: 0; left: 0; background-color: rgba(0, 0, 0, 0.3); text-align: center; font-size: 0; white-space: nowrap; overflow: auto; } .container:after { content: ''; display: inline-block; height: 100%; vertical-align: middle; } .dialog { width: 400px; height: 300px; background: rgba(255, 255, 255, 0.5); box-shadow: 3px 3px 6px 3px rgba(0, 0, 0, 0.3); display: inline-block; vertical-align: middle; text-align: left; font-size: 28px; color: #fff; font-weight: 600; border-radius: 10px; white-space: normal; text-align: center; .once-again-btn { background: #1f9a9a; border: none; color: #fff; } }}</style>
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