黄金矿工游戏的HTML+CSS+JAVASCRIPT纯前端实现

05-28 阅读 0评论

目录

    • style.css
    • index.html
    • gold.js
    • game.js
    • background.png
    • clock.png
    • diamond.png
    • dolar.png
    • gold.png
    • hook.png
    • level.png
    • rock.png
    • target.png
    • 最终结果

      本文介绍一个开源的 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

      
      
          HaiZuka - Gold Miner Game
          
          
      
      
      
      
      
      

      gold.js

      var goldIm = new Image();
      goldIm.src="images/gold.png";
      var rockIm = new Image();
      rockIm.src="images/rock.png";
      var diamondIM = new Image();
      diamondIM.src="images/diamond.png";
      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";
      var hook = new Image();
      hook.src="images/hook.png";
      var targetIM = new Image();
      targetIM.src="images/target.png";
      var dolarIM = new Image();
      dolarIM.src="images/dolar.png";
      var levelIM = new Image();
      levelIM.src="images/level.png";
      var clockIM = new Image();
      clockIM.src="images/clock.png";
      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 
                  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 
                  if (r 

免责声明
本网站所收集的部分公开资料来源于AI生成和互联网,转载的目的在于传递更多信息及用于网络分享,并不代表本站赞同其观点和对其真实性负责,也不构成任何其他建议。
文章版权声明:除非注明,否则均为主机测评原创文章,转载或复制请以超链接形式并注明出处。

发表评论

快捷回复: 表情:
评论列表 (暂无评论,人围观)

还没有评论,来说两句吧...

目录[+]