HTML5游戏开发–第6课

HTML5 Game Development - Lesson 6
HTML5 Game Development - Lesson 6

HTML5 Game Development – Lesson 6 This is our next game development article. We continue a series of articles on game development in HTML5 using canvas. Today this is quite complete game example – it will reincarnation of old computer game – Battle City. I will teach you to use alternative array-maps plus I will show – how to detect collision of active object (Tank) with environment (array based map). Here you can read our previous lesson: Developing Your First HTML5 Game – Lesson 5.

HTML5游戏开发–第6课这是我们的下一篇游戏开发文章。 我们继续使用画布在HTML5中进行有关游戏开发的一系列文章。 今天,这是一个非常完整的游戏示例,它将使旧的计算机游戏《战城》(Battle City)得以轮回。 我将教您使用替代的数组贴图,另外还将展示–如何检测活动对象(坦克)与环境(基于数组的贴图)的碰撞。 在这里,您可以阅读我们的上一课: 开发您的第一个HTML5游戏–第5课

Here are our demo and downloadable package:

这是我们的演示和可下载的软件包:

现场演示
打包下载

Ok, download the example files and lets start coding !

好的,下载示例文件并开始编码!

步骤1. HTML (Step 1. HTML)

As always – very small HTML markup.

与往常一样-非常小HTML标记。

index.html (index.html)

<!DOCTYPE html>
<html lang="en" >
    <head>
        <meta charset="utf-8" />
        <title>HTML5 Game Development - Lesson 6 | Script Tutorials</title>
        <link href="css/main.css" rel="stylesheet" type="text/css" />
        <script src="js/jquery-1.5.2.min.js"></script>
        <script src="js/script.js"></script>
    </head>
    <body>
        <header>
            <h2>HTML5 Game Development - Lesson 6</h2>
            <a href="https://www.script-tutorials.com/html5-game-development-lesson-6/" class="stuts">Back to original tutorial on <span>Script Tutorials</span></a>
        </header>
        <div class="container">
            <canvas id="scene" width="800" height="600"></canvas>
        </div>
    </body>
</html>

<!DOCTYPE html>
<html lang="en" >
    <head>
        <meta charset="utf-8" />
        <title>HTML5 Game Development - Lesson 6 | Script Tutorials</title>
        <link href="css/main.css" rel="stylesheet" type="text/css" />
        <script src="js/jquery-1.5.2.min.js"></script>
        <script src="js/script.js"></script>
    </head>
    <body>
        <header>
            <h2>HTML5 Game Development - Lesson 6</h2>
            <a href="https://www.script-tutorials.com/html5-game-development-lesson-6/" class="stuts">Back to original tutorial on <span>Script Tutorials</span></a>
        </header>
        <div class="container">
            <canvas id="scene" width="800" height="600"></canvas>
        </div>
    </body>
</html>

步骤2. CSS (Step 2. CSS)

css / main.css (css/main.css)

I won’t publish CSS styles today, there are only a few page layout styles. You can find this file in our package.

我今天不会发布CSS样式,只有几种页面布局样式。 您可以在我们的程序包中找到此文件。

步骤3. JS (Step 3. JS)

js / jquery-1.5.2.min.js (js/jquery-1.5.2.min.js)

We use jQuery for our lesson. Available in package. Next file most important (here are all our html5 functional):

我们使用jQuery作为本课。 封装形式。 下一个最重要的文件(这是我们所有的html5功能):

js / script.js (js/script.js)

// inner variables
var canvas, context; // canvas and context objects
var imgBrick, imgSteel, imgWater, imgForest, imgTank; // images
var aMap; // map array
var oTank; // tank object
var iCellSize = 24; // cell wide
var iXCnt = 26; // amount of X cells
var iYCnt = 26; // amount of Y cells
// objects :
function Tank(x, y, w, h, image) {
    this.x = x;
    this.y = y;
    this.w = w;
    this.h = h;
    this.i = 0;
    this.image = image;
}
// functions
function clear() { // clear canvas function
    context.clearRect(0, 0, canvas.width, canvas.height);
}
function drawScene() { // main drawScene function
    clear(); // clear canvas
    // fill background
    context.fillStyle = '#111';
    context.fillRect(0, 0, canvas.width, canvas.height);
    // save current context
    context.save();
    // walk through our array
    for (var y = 0; y < iYCnt; y++) {
        for (var x = 0; x < iXCnt; x++) {
            switch (aMap[y][x]) {
                case 0: // skip
                    break;
                case 1: // draw brick block
                    context.drawImage(imgBrick, 0, 0, iCellSize, iCellSize, x*iCellSize, y*iCellSize, iCellSize, iCellSize);
                    break;
                case 2: // draw steel block
                    context.drawImage(imgSteel, 0, 0, iCellSize, iCellSize, x*iCellSize, y*iCellSize, iCellSize, iCellSize);
                    break;
                case 3: // draw forest block
                    context.drawImage(imgForest, 0, 0, iCellSize, iCellSize, x*iCellSize, y*iCellSize, iCellSize, iCellSize);
                    break;
                case 4: // draw water block
                    context.drawImage(imgWater, 0, 0, iCellSize, iCellSize, x*iCellSize, y*iCellSize, iCellSize, iCellSize);
                    break;
            }
        }
    }
    // restore current context
    context.restore();
    // draw tank
    context.drawImage(oTank.image, oTank.i*oTank.w, 0, oTank.w, oTank.h, oTank.x, oTank.y, oTank.w, oTank.h);
}
// -------------------------------------------------------------
// initialization
$(function(){
    canvas = document.getElementById('scene');
    canvas.width  = iXCnt * iCellSize;
    canvas.height = iYCnt * iCellSize;
    context = canvas.getContext('2d');
    // main scene Map array
    aMap = ([
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
      [0, 0, 1, 1, 4, 4, 4, 4, 0, 0, 2, 2, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 1, 1, 4, 4, 4, 4, 0, 0, 2, 2, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 0, 0, 4, 4, 4, 4, 1, 1, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0, 2, 2, 0, 0],
      [0, 0, 0, 0, 4, 4, 4, 4, 1, 1, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0, 2, 2, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 1, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 1, 1, 0, 0, 0, 0],
      [0, 0, 2, 2, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 2, 2, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [3, 3, 3, 3, 1, 1, 0, 0, 4, 4, 4, 4, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0],
      [3, 3, 3, 3, 1, 1, 0, 0, 4, 4, 4, 4, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0],
      [3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2],
      [3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2],
      [0, 0, 1, 1, 4, 4, 4, 4, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 1, 1, 4, 4, 4, 4, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [2, 2, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 4, 4, 4, 4, 3, 3, 3, 3, 0, 0, 1, 1, 0, 0],
      [2, 2, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 4, 4, 4, 4, 3, 3, 3, 3, 0, 0, 1, 1, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0],
      [0, 0, 0, 0, 0, 0, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0],
      [0, 0, 0, 0, 0, 0, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0],
      [0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0],
      [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0]
    ]);
    // load images
    imgBrick = new Image();
    imgBrick.src = 'images/brick.png';
    imgSteel = new Image();
    imgSteel.src = 'images/steel.png';
    imgWater = new Image();
    imgWater.src = 'images/water.png';
    imgForest = new Image();
    imgForest.src = 'images/forest.png';
    imgTank = new Image();
    imgTank.src = 'images/tank.png';
    oTank = new Tank(iCellSize*9, iCellSize*24, 48, 48, imgTank);
    $(window).keydown(function(event){ // keyboard alerts
        switch (event.keyCode) {
            case 38: // Up key
                oTank.i = 2;
                // checking collisions
                var iCurCelX = (2 * oTank.x) / 48;
                var iCurCelY = (2 * oTank.y) / 48;
                if (iCurCelY) {
                    var iTest1 = aMap[iCurCelY-1][iCurCelX];
                    var iTest2 = aMap[iCurCelY-1][iCurCelX+1];
                    if ((iTest1 == 0 || iTest1 == 3) && (iTest2 == 0 || iTest2 == 3)) {
                        oTank.y-=24;
                        if (oTank.y < 0) {
                            oTank.y = 0;
                        }
                    }
                }
                break;
            case 40: // Down key
                oTank.i = 3;
                // checking collisions
                var iCurCelX = (2 * oTank.x) / 48;
                var iCurCelY = (2 * oTank.y) / 48;
                if (iCurCelY+2 < iYCnt) {
                    var iTest1 = aMap[iCurCelY+2][iCurCelX];
                    var iTest2 = aMap[iCurCelY+2][iCurCelX+1];
                    if ((iTest1 == 0 || iTest1 == 3) && (iTest2 == 0 || iTest2 == 3)) {
                        oTank.y+=24;
                        if (oTank.y > 576) { //iCellSize * (iYCnt-2)
                            oTank.y = 576;
                        }
                    }
                }
                break;
            case 37: // Left key
                oTank.i = 1;
                // checking collisions
                var iCurCelX = (2 * oTank.x) / 48;
                var iCurCelY = (2 * oTank.y) / 48;
                var iTest1 = aMap[iCurCelY][iCurCelX-1];
                var iTest2 = aMap[iCurCelY+1][iCurCelX-1];
                if ((iTest1 == 0 || iTest1 == 3) && (iTest2 == 0 || iTest2 == 3)) {
                    oTank.x-=24;
                    if (oTank.x < 0) {
                        oTank.x = 0;
                    }
                }
                break;
            case 39: // Right key
                oTank.i = 0;
                // checking collisions
                var iCurCelX = (2 * oTank.x) / 48;
                var iCurCelY = (2 * oTank.y) / 48;
                var iTest1 = aMap[iCurCelY][iCurCelX+2];
                var iTest2 = aMap[iCurCelY+1][iCurCelX+2];
                if ((iTest1 == 0 || iTest1 == 3) && (iTest2 == 0 || iTest2 == 3)) {
                    oTank.x+=24;
                    if (oTank.x > 576) { //iCellSize * (iXCnt-2)
                        oTank.x = 576;
                    }
                }
                break;
        }
    });
    setInterval(drawScene, 40); // loop drawScene
});

// inner variables
var canvas, context; // canvas and context objects
var imgBrick, imgSteel, imgWater, imgForest, imgTank; // images
var aMap; // map array
var oTank; // tank object
var iCellSize = 24; // cell wide
var iXCnt = 26; // amount of X cells
var iYCnt = 26; // amount of Y cells
// objects :
function Tank(x, y, w, h, image) {
    this.x = x;
    this.y = y;
    this.w = w;
    this.h = h;
    this.i = 0;
    this.image = image;
}
// functions
function clear() { // clear canvas function
    context.clearRect(0, 0, canvas.width, canvas.height);
}
function drawScene() { // main drawScene function
    clear(); // clear canvas
    // fill background
    context.fillStyle = '#111';
    context.fillRect(0, 0, canvas.width, canvas.height);
    // save current context
    context.save();
    // walk through our array
    for (var y = 0; y < iYCnt; y++) {
        for (var x = 0; x < iXCnt; x++) {
            switch (aMap[y][x]) {
                case 0: // skip
                    break;
                case 1: // draw brick block
                    context.drawImage(imgBrick, 0, 0, iCellSize, iCellSize, x*iCellSize, y*iCellSize, iCellSize, iCellSize);
                    break;
                case 2: // draw steel block
                    context.drawImage(imgSteel, 0, 0, iCellSize, iCellSize, x*iCellSize, y*iCellSize, iCellSize, iCellSize);
                    break;
                case 3: // draw forest block
                    context.drawImage(imgForest, 0, 0, iCellSize, iCellSize, x*iCellSize, y*iCellSize, iCellSize, iCellSize);
                    break;
                case 4: // draw water block
                    context.drawImage(imgWater, 0, 0, iCellSize, iCellSize, x*iCellSize, y*iCellSize, iCellSize, iCellSize);
                    break;
            }
        }
    }
    // restore current context
    context.restore();
    // draw tank
    context.drawImage(oTank.image, oTank.i*oTank.w, 0, oTank.w, oTank.h, oTank.x, oTank.y, oTank.w, oTank.h);
}
// -------------------------------------------------------------
// initialization
$(function(){
    canvas = document.getElementById('scene');
    canvas.width  = iXCnt * iCellSize;
    canvas.height = iYCnt * iCellSize;
    context = canvas.getContext('2d');
    // main scene Map array
    aMap = ([
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
      [0, 0, 1, 1, 4, 4, 4, 4, 0, 0, 2, 2, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 1, 1, 4, 4, 4, 4, 0, 0, 2, 2, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 0, 0, 4, 4, 4, 4, 1, 1, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0, 2, 2, 0, 0],
      [0, 0, 0, 0, 4, 4, 4, 4, 1, 1, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0, 2, 2, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 1, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 1, 1, 0, 0, 0, 0],
      [0, 0, 2, 2, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 2, 2, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [3, 3, 3, 3, 1, 1, 0, 0, 4, 4, 4, 4, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0],
      [3, 3, 3, 3, 1, 1, 0, 0, 4, 4, 4, 4, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0],
      [3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2],
      [3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2],
      [0, 0, 1, 1, 4, 4, 4, 4, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 1, 1, 4, 4, 4, 4, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [2, 2, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 4, 4, 4, 4, 3, 3, 3, 3, 0, 0, 1, 1, 0, 0],
      [2, 2, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 4, 4, 4, 4, 3, 3, 3, 3, 0, 0, 1, 1, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0],
      [0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0],
      [0, 0, 0, 0, 0, 0, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0],
      [0, 0, 0, 0, 0, 0, 2, 2, 3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 4, 4, 4, 4, 0, 0],
      [0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0],
      [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0]
    ]);
    // load images
    imgBrick = new Image();
    imgBrick.src = 'images/brick.png';
    imgSteel = new Image();
    imgSteel.src = 'images/steel.png';
    imgWater = new Image();
    imgWater.src = 'images/water.png';
    imgForest = new Image();
    imgForest.src = 'images/forest.png';
    imgTank = new Image();
    imgTank.src = 'images/tank.png';
    oTank = new Tank(iCellSize*9, iCellSize*24, 48, 48, imgTank);
    $(window).keydown(function(event){ // keyboard alerts
        switch (event.keyCode) {
            case 38: // Up key
                oTank.i = 2;
                // checking collisions
                var iCurCelX = (2 * oTank.x) / 48;
                var iCurCelY = (2 * oTank.y) / 48;
                if (iCurCelY) {
                    var iTest1 = aMap[iCurCelY-1][iCurCelX];
                    var iTest2 = aMap[iCurCelY-1][iCurCelX+1];
                    if ((iTest1 == 0 || iTest1 == 3) && (iTest2 == 0 || iTest2 == 3)) {
                        oTank.y-=24;
                        if (oTank.y < 0) {
                            oTank.y = 0;
                        }
                    }
                }
                break;
            case 40: // Down key
                oTank.i = 3;
                // checking collisions
                var iCurCelX = (2 * oTank.x) / 48;
                var iCurCelY = (2 * oTank.y) / 48;
                if (iCurCelY+2 < iYCnt) {
                    var iTest1 = aMap[iCurCelY+2][iCurCelX];
                    var iTest2 = aMap[iCurCelY+2][iCurCelX+1];
                    if ((iTest1 == 0 || iTest1 == 3) && (iTest2 == 0 || iTest2 == 3)) {
                        oTank.y+=24;
                        if (oTank.y > 576) { //iCellSize * (iYCnt-2)
                            oTank.y = 576;
                        }
                    }
                }
                break;
            case 37: // Left key
                oTank.i = 1;
                // checking collisions
                var iCurCelX = (2 * oTank.x) / 48;
                var iCurCelY = (2 * oTank.y) / 48;
                var iTest1 = aMap[iCurCelY][iCurCelX-1];
                var iTest2 = aMap[iCurCelY+1][iCurCelX-1];
                if ((iTest1 == 0 || iTest1 == 3) && (iTest2 == 0 || iTest2 == 3)) {
                    oTank.x-=24;
                    if (oTank.x < 0) {
                        oTank.x = 0;
                    }
                }
                break;
            case 39: // Right key
                oTank.i = 0;
                // checking collisions
                var iCurCelX = (2 * oTank.x) / 48;
                var iCurCelY = (2 * oTank.y) / 48;
                var iTest1 = aMap[iCurCelY][iCurCelX+2];
                var iTest2 = aMap[iCurCelY+1][iCurCelX+2];
                if ((iTest1 == 0 || iTest1 == 3) && (iTest2 == 0 || iTest2 == 3)) {
                    oTank.x+=24;
                    if (oTank.x > 576) { //iCellSize * (iXCnt-2)
                        oTank.x = 576;
                    }
                }
                break;
        }
    });
    setInterval(drawScene, 40); // loop drawScene
});

I have added my comments everywhere, hope that all this code is pretty understandable.

我已经在各处添加了评论,希望所有这些代码都可以理解。

现场演示
打包下载

结论 (Conclusion)

Today, we have made quite complete HTML5 game – BattleCity. I will be glad to see your thanks and comments. Good luck!

今天,我们制作了非常完整HTML5游戏– BattleCity。 看到您的感谢和评论,我将非常高兴。 祝好运!

翻译自: https://www.script-tutorials.com/html5-game-development-lesson-6/

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