3. 创建游戏界面
本文最后更新于 725 天前,其中的信息可能已经有所发展或是发生改变。

3.1 前期准备


3.1.1 模块化引用 js 文件


进入 /game/templates/multiends 打开 web.html

<script src="{% static 'js/dist/game.js' %}"></script>

使用这种引用方式会将所有的 js 对象作为网页内部的全局变量引入,为防止后续引用的 js 文件发生命名冲突,我们改为模块化引用。

首先将该文件修改为:

{% load static %}  <!--查找并载入静态文件static的文件夹-->

<head>
    <link rel="stylesheet" href="https://cdn.acwing.com/static/jquery-ui-dist/jquery-ui.min.css">
    <script src="https://cdn.acwing.com/static/jquery/js/jquery-3.3.1.min.js"></script>  
    <link rel="stylesheet" href="{% static 'css/game.css' %}">
    <!--删掉该行<script src="{% static 'js/dist/game.js' %}"></script>-->
</head>

<body style="margin: 0">
    <div id="ac_game_12345678"></div>
    <!--修改此处为:-->
    <script type="module">
        import {AcGame} from "{% static 'js/dist/game.js' %}"
        $(document).ready(function(){
            let ac_game = new AcGame("ac_game_12345678");
        });
    </script>
</body>

然后修改 AcGame 类对象的引入方式,进入 /game/static/js/src,打开 zbase.js

export class AcGame {  //此处添加 export
    constructor(id) {
        this.id = id;
        this.$ac_game = $(`#` + id);
        this.menu = new AcGameMenu(this);
        this.playground = new AcGamePlayground(this);
    }
}

修改 js 文件后记得在 /script 下运行打包脚本重新打包。


3.1.2 修改页面显示


为了便于游戏界面的调试,我们先不显示菜单界面,默认直接打开游戏界面。

还是进入 /game/static/js/src,打开 zbase.js

export class AcGame {  //此处添加 export
    constructor(id) {
        this.id = id;
        this.$ac_game = $(`#` + id);
        //this.menu = new AcGameMenu(this);  将该行注释掉,不生成菜单界面对象
        this.playground = new AcGamePlayground(this);
    }
}

然后进入 /game/static/js/src/playground,打开 zbase.js

class AcGamePlayground {
    constructor(root) {
        this.root = root;
        this.$playground = $(`<div>lys is a dog</div>`);

        //this.hide();  注释掉改行,不默认关闭
        this.root.$ac_game.append(this.$playground);

        this.start();
    }

    start() {
    }

    show() { // 打开playground界面
        this.$playground.show();
    }

    hide() { // 关闭playground界面
        this.$playground.hide();
    }

}

修改 js 文件后记得在 /script 下运行打包脚本重新打包。


3.1.3 创建游戏界面对象


首先进入 game/static/js/src/playground/zbase.js,创建新的 html 类:

class AcGamePlayground {
    constructor(root) {
        this.root = root;
        this.$playground = $(`<div class="ac_game_playground">lys is a dog</div>`);  //创建新的html对象

        //this.hide();  注释掉改行,不默认关闭
        this.root.$ac_game.append(this.$playground);

        this.start();
    }

    start() {
    }

    show() { // 打开playground界面
        this.$playground.show();
    }

    hide() { // 关闭playground界面
        this.$playground.hide();
    }

}

同时要在 game/static/css 里面添加该 html 类的 css 样式:

.ac_game_playground {
    width: 100%;
    height: 100%;
    user-select: none;
}

3.2 游戏界面文件结构


game/static
|-- css
|   `-- game.css
|-- image
|   |-- menu
|   |   `-- background.png
|   |-- playground
|   `-- settings
`-- js
    |-- dist
    |   `-- game.js
    `-- src
        |-- menu
        |   `-- zbase.js
        |-- playground  #游戏界面
        |   |-- ac_game_object  #可动对象的基类
        |   |   `-- zbase.js
        |   |-- game_map  #地图
        |   |   `-- zbase.js
        |   |-- particle  #动效
        |   |   `-- zbase.js
        |   |-- player  #人物
        |   |   `-- zbase.js
        |   |-- skill  #技能
        |   |   `-- fireball
        |   |       `-- zbase.js
        |   `-- zbase.js
        |-- settings
        `-- zbase.js

3.3 游戏界面文件创建


3.3.1 创建可动对象的基类文件


进入 game/static/js/src/playground/ac_game_object,创建 zbase.js

//将创建的对象存入全局数组里,之后每秒调用数组里的对象调用60次
let AC_GAME_OBJECTS = [];

class AcGameObject {
    constructor() {
        AC_GAME_OBJECTS.push(this);  //创建对象加入数组
        this.has_called_start = false;  //标记是否执行过start函数
        this.timedelta = 0;  //当前帧距离上一帧的时间间隔
    }

    start() {  //只会在第一帧执行一次

    }

    update() {  //每一帧都会执行一次

    }

    on_destory() {  //在物体被销毁前执行一次
    }

    destory () {  //删除当前物体

        this.on_destory();

        for(let i = 0; i < AC_GAME_OBJECTS.length; i ++){
            if(AC_GAME_OBJECTS[i] === this) {  //找到需要删除的对象
                AC_GAME_OBJECTS.splice(i, 1);
                i --;
            }
        }

    }

}

let last_timestamp;  //上一帧的时间戳
let AC_GAME_ANIMATION = function(timestamp) {  //timestamp是传入的当前时间
    for(let i = 0; i < AC_GAME_OBJECTS.length; i ++){  //更新所有的可以动的对象
        let obj  = AC_GAME_OBJECTS[i];
        if(!obj.has_called_start){
            obj.start();
            obj.has_called_start = true;
        }
        else{
            obj.timedelta = timestamp - last_timestamp;  //更新对象的时间间隔
            obj.update();  //更新这一帧对象的位置
        }
    }
    last_timestamp = timestamp;
    requestAnimationFrame(AC_GAME_ANIMATION);  //递归调用
}

requestAnimationFrame(AC_GAME_ANIMATION);  //js API调用一帧里面的函数

3.3.2 创建地图文件


进入 game/static/js/src/playground/game_map,创建 zbase.js

class GameMap extends AcGameObject {
    constructor(playground) {  //将playground的参数传进来
        super();
        this.playground = playground;  //存下来
        this.$canvas = $(`<canvas></canvas>`);  //API 创建画布
        this.ctx = this.$canvas[0].getContext('2d');
        this.ctx.canvas.width = this.playground.width;  //画布参数
        this.ctx.canvas.height = this.playground.height;
        this.playground.$playground.append(this.$canvas);  //传回创建的对象
    }

    start() {

    }

    //每一帧都会调用的更新函数
    update() {
        this.render();
    }

    render() {  //不断创建画布
        this.ctx.fillStyle = "rgba(0, 0, 0, 0.2)";  //背景颜色和透明度
        this.ctx.fillRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);  //js的API
    }
}

3.3.3 创建玩家文件


进入 game/static/js/src/playground/player,创建 zbase.js

class Player extends AcGameObject {
    constructor(playground, x, y, radius, color, speed, is_me, life) {  //传入需要处理的参数
        super();
        this.playground = playground;
        this.ctx = this.playground.game_map.ctx;
        //坐标
        this.x = x;
        this.y = y;

        //速度方向
        this.vx = 0;
        this.vy = 0;

        //受到伤害的速度方向和速度
        this.damage_x = 0;
        this.damage_y = 0;
        this.damage_speed = 0;

        this.friction = 0.9;  //摩擦力
        this.move_length = 0;  //移动距离

        this.radius = radius;  //该对象的半径
        this.color = color;  //颜色
        this.speed = speed;  //速度

        this.is_me = is_me;  //是否是玩家
        this.life = life;  //生命值

        this.eps = 0.1;  //精度

        this.cur_skill = null;  //当前选择的技能
        this.spent_time = 0;  //开局静默期
    }

    start() {
        //是自己本身
        if(this.is_me) {
            this.add_listening_events();  //通过监听函数控制
        }
        else {  //敌人
            //通过随机生成的坐标控制移动
            let tx = Math.random()*this.playground.width;
            let ty = Math.random()*this.playground.height;
            this.move_to(tx, ty);
        }

    }

    //监听函数,判断鼠标点击行为
    add_listening_events() { 
        let outer = this;

        if(this.life <= 0) return false;  //死亡不再接收指令

        this.playground.game_map.$canvas.on("contextmenu", function() {  //截断鼠标右键显示菜单选项
            return false;
        });

        //监听鼠标移动
        this.playground.game_map.$canvas.mousedown(function(e) {
            if(e.which === 3) {  //判断鼠标的键位 1是左键, 2是滚轮
                outer.move_to(e.clientX, e.clientY);  //鼠标点击移动API
            }
            else if(e.which === 1) {
                if(outer.cur_skill === "fireball") {  //发射火球
                    outer.shoot_fireball(e.clientX, e.clientY, this.color);
                }
                else if(outer.cur_skill === "go_to") {  //闪现方向
                    outer.go_to(e.clientX, e.clientY);
                }
                outer.cur_skill = null;  //清空当前的技能选择
            }
        });

        //监听键盘按键
        $(window).keydown(function(e) {
            //keycode
            if(e.which === 81) {  //按 'Q' 发射火球
                outer.cur_skill = "fireball";
                return false;
            }
            else if(e.which === 69) {  //按 'E' 闪现
                outer.cur_skill = "go_to";
                return false;
            }
        });
    }

    //发射火球
    shoot_fireball(tx, ty, color) {
        let x = this.x, y = this.y;  //发射位置为当前位置
        let radius = this.playground.height*0.01;  //火球半径
        let angle = Math.atan2(ty - this.y, tx - this.x);  //计算当前位置相对鼠标点击坐标的方向角度
        let vx = Math.cos(angle), vy = Math.sin(angle);  //计算速度的方向
        let speed = this.speed*2;  //火球速度为自身移动速度的2倍数
        let move_length = this.playground.height*1;  //火球移动的最大距离
        if(this.life > 0) new FireBall(this.playground, this, x, y, radius, vx, vy, this.color, speed, move_length, this.playground.height*0.01);  //当前对象存活才可发射火球
        //console.log("fireball", tx, ty);
        //if(this.is_me) console.log("life:", this.life);
    }

    //瞬移操作
    go_to(tx, ty) {
        this.x = tx;  //直接更新位置
        this.y = ty;
        this.move_length = 0;  //重置移动方向和距离
    }

    //计算移动的相对距离
    get_dist(x1, y1, x2, y2) { 
        let dx = x1 - x2;
        let dy = y1 - y2;
        return Math.sqrt(dx*dx + dy*dy);
    }

    //移动的方向
    move_to(tx, ty) {
        this.move_length = this.get_dist(this.x, this.y, tx, ty);
        let angle = Math.atan2(ty - this.y, tx - this.x);  //计算相对位置的角度
        this.vx = Math.cos(angle), this.vy = Math.sin(angle);
    }

    //受到攻击后执行的逻辑
    is_attacked(angle, damage) {
        if(this.life <= 0) return false;  //生命值归零的对象直接忽视
        //释放粒子效果
        for(let i = 0; i < 10 + Math.random()*5; i ++){
            let x = this.x, y = this.y;
            let radius = this.radius*Math.random()*0.11;  //粒子大小半径
            let angle = Math.PI*2*Math.random();  //随机的角度
            let vx = Math.cos(angle), vy = Math.sin(angle);
            let color = this.color;  //粒子颜色
            let speed = this.speed*4;  //释放速度
            let move_length = this.radius*Math.random()*10;  //粒子释放半径
            new Particle(this.playground, x, y, radius, vx, vy, color, speed, move_length);  //基于上述参数生成粒子对象
        }

        this.radius -= damage*0.65;  //受到攻击变小
        this.speed *= 0.88;  //速度减慢
        this.life -= 1;  //生命值降低

        if(this.life <= 0){  //生命值归零即为死亡
            this.destory();  //销毁该对象
            return false;
        }
        else {
            //受击的击退效果
            this.damage_x = Math.cos(angle);  //击退的方向
            this.damage_y = Math.sin(angle);
            this.damage_speed = damage*50;  //击退的速度
        }

    }

    //每一帧刷新
    update() {

        //生命值归零直接销毁对象
        if(this.life <= 0) {
            this.destory();
            return false;
        }

        //更新静默的时间
        this.spent_time += this.timedelta/1000;

        if(this.damage_speed > this.eps) {  //当前存在受击的方向和速度则先被击退
            //打断当前的移动
            this.vx = this.vy = 0;
            this.move_length = 0;

            //更改击退的位置和方向
            this.x += this.damage_x*this.damage_speed*this.timedelta/1000;
            this.y += this.damage_y*this.damage_speed*this.timedelta/1000;
            this.damage_speed *= this.friction;  //摩擦效果
        }
        else {
            if(!this.is_me) {  //人机模式下敌人的攻击规则
                if(Math.random() < 1/250.0 && this.spent_time > 3) {  //攻击频率和静默时间
                    //随机攻击当前场上存在的人
                    let player = this.playground.players[Math.floor(Math.random()*this.playground.players.length)];

                    //只朝玩家攻击(地狱模式QAQ)
                    //let player = this.playground.players[0];

                    //发射火球
                    this.shoot_fireball(player.x, player.y, this.color);
                }
            }

            //当前移动距离为0,即到达了上一次移动的终点位置
            if(this.move_length < this.eps) {
                //重置速度和移动距离
                this.vx = this.vy = 0;
                this.move_length = 0;
                if(!this.is_me) {  //人机再随机一个坐标方向移动
                    let tx = Math.random()*this.playground.width;
                    let ty = Math.random()*this.playground.height;
                    this.move_to(tx, ty);
                }
            }
            else {  //移动
                let moved = Math.min(this.move_length, this.speed*this.timedelta/1000);  //这一帧的移动距离
                this.x += this.vx*moved;  //移动后的位置
                this.y += this.vy*moved;
                this.move_length -= moved;  //更新还需要移动的距离
            }
        }

        this.render();  //调用渲染函数,每一帧都要重新渲染该对象的位置,否则会消失
    }

    render() {
        this.ctx.beginPath();
        this.ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, false);  //画圆
        this.ctx.fillStyle = this.color;
        this.ctx.fill();
    }

}

3.3.4 创建火球技能文件


进入 game/static/js/src/playground/skill/fireball,创建 zbase.js

class FireBall extends AcGameObject {
    constructor(playground, player, x, y, radius, vx, vy, color, speed, move_length, damage) {
        super();
        this.playground = playground;
        this.ctx = this.playground.game_map.ctx;
        this.player = player;

        //火球位置
        this.x = x;
        this.y = y;
        //火球半径
        this.radius = radius;
        //火球速度方向
        this.vx = vx;
        this.vy = vy;

        this.color = color;  //颜色
        this.speed = speed;  //速度
        this.move_length = move_length;  //运动距离
        this.damage = damage;  //伤害

        this.eps = 0.1;  //精度

    }

    start() {

    }

    update() {

        //到达最大距离消失
        if(this.move_length < this.eps){  
            this.destory();
            return false;
        }

        //更新距离,逻辑同player
        let moved = Math.min(this.move_length, this.speed*this.timedelta/1000);
        this.x += this.vx*moved;
        this.y += this.vy*moved;
        this.move_length -= moved;

        //判断火球是否击中某个球
        for(let i = 0; i < this.playground.players.length; i ++) {
            let player = this.playground.players[i];
            if(this.player !== player && this.is_collision(player) && this.player.life > 0) {
                this.attack(player);  //调用击中函数
            }
        }

        //调用渲染函数
        this.render();
    }

    //获取火球和该player的中心距离
    get_dist(x1, y1, x2, y2) {
        let dx = x1 - x2;
        let dy = y1 - y2;
        return Math.sqrt(dx*dx + dy*dy);
    }

    //判断是否可以击中
    is_collision(player) {
        let distance = this.get_dist(this.x, this.y, player.x, player.y);
        if(distance < this.radius + player.radius) return true;
        else return false;
    }

    //击中之后的逻辑
    attack(player) {
        if(player.life > 0) this.destory();  //击中后销毁火球
        let angle = Math.atan2(player.y - this.y, player.x - this.x);  //计算角度,用于求击退速度方向
        player.is_attacked(angle, this.damage);  //调用player里的逻辑函数
        return false;
    }

    render() {
        this.ctx.beginPath();
        this.ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, false);
        this.ctx.fillStyle = this.color;
        this.ctx.fill();
    }

}

3.3.5 创建动效文件


进入 game/static/js/src/playground/particle,创建 zbase.js

class Particle extends AcGameObject {
    constructor(playground, x, y, radius, vx, vy, color, speed, move_length) {
        super();
        this.playground = playground;
        this.ctx = this.playground.game_map.ctx;
        this.x = x;
        this.y = y;
        this.radius = radius;
        this.vx = vx;
        this.vy = vy;
        this.color = color;
        this.speed = speed;
        this.move_length = move_length;
        this.friction = 0.9;
        this.eps = 3;
    }

    start() {

    }

    update() {
        if(this.move_length < this.eps || this.speed < this.eps) {
            this.destory();
            return false;
        }

        let moved = Math.min(this.move_length, this.speed*this.timedelta/1000);
        this.x += this.vx*moved;
        this.y += this.vy*moved;
        this.move_length -= moved;
        this.speed *= this.friction;
        this.render();
    }

    render() {
        this.ctx.beginPath();
        this.ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, false);
        this.ctx.fillStyle = this.color;
        this.ctx.fill();
    }

}

3.3.6 更新总文件


进入 game/static/js/src/playground,打开 zbase.js

class AcGamePlayground {
    constructor(root) {
        this.root = root;
        this.$playground = $(`<div class="ac_game_playground">lys is a dog</div>`);

//        this.hide();
        this.root.$ac_game.append(this.$playground);
        this.width = this.$playground.width();
        this.height = this.$playground.height();
        this.game_map = new GameMap(this);  //创建地图对象
        this.players = [];  //存储所有的玩家对象

        //创建玩家本身
        this.players.push(new Player(this, this.width/2, this.height/2, this.height*0.05, "white", this.height*0.35, true, 5));  //此处大小和界面大小绑定,便于适应不同大小的窗口

        //添加敌人
        for(let i = 0; i < 4; i ++) {
            this.players.push(new Player(this, this.width/2, this.height/2, this.height*0.05, this.get_random_color(), this.height*0.35, false, 5));
        }

        this.start();
    }

    //随机的敌人颜色
    get_random_color() {
        let colors = ["blue", "red", "pink", "green", "grey"];
        return colors[Math.floor(Math.random()*5)];
    }

    start() {

    }

    show() { // 打开playground界面
        this.$playground.show();
    }

    hide() { // 关闭playground界面
        this.$playground.hide();
    }

}

最后进入 game/scripts,运行之前写好的打包文件脚本,启动服务查看效果即可。

暂无评论

发送评论 编辑评论


				
|´・ω・)ノ
ヾ(≧∇≦*)ゝ
(☆ω☆)
(╯‵□′)╯︵┴─┴
 ̄﹃ ̄
(/ω\)
∠( ᐛ 」∠)_
(๑•̀ㅁ•́ฅ)
→_→
୧(๑•̀⌄•́๑)૭
٩(ˊᗜˋ*)و
(ノ°ο°)ノ
(´இ皿இ`)
⌇●﹏●⌇
(ฅ´ω`ฅ)
(╯°A°)╯︵○○○
φ( ̄∇ ̄o)
ヾ(´・ ・`。)ノ"
( ง ᵒ̌皿ᵒ̌)ง⁼³₌₃
(ó﹏ò。)
Σ(っ °Д °;)っ
( ,,´・ω・)ノ"(´っω・`。)
╮(╯▽╰)╭
o(*////▽////*)q
>﹏<
( ๑´•ω•) "(ㆆᴗㆆ)
😂
😀
😅
😊
🙂
🙃
😌
😍
😘
😜
😝
😏
😒
🙄
😳
😡
😔
😫
😱
😭
💩
👻
🙌
🖕
👍
👫
👬
👭
🌚
🌝
🙈
💊
😶
🙏
🍦
🍉
😣
Source: github.com/k4yt3x/flowerhd
颜文字
Emoji
小恐龙
花!
上一篇
下一篇