Html5游戏制作 弹球游戏Pong (可在线预览对战 ^_^)

做了一个简单的 Html5 弹球游戏,模仿上古街机的游戏……(^ _ ^)

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今天更新访问地址,找个人一起对个战吧
http://h5demo.yyfuncdn.com/res/gameDemo/Pong/index.html

左侧控制 w 上 s 下; 右侧控制 上下箭头*在这里插入图片描述

介绍

使用了PIXI框架做的(感觉挺靠谱),还原了游戏的基本功能玩法。分享下并附上全套可运行的源码。

下载地址
http://101.201.112.95/2021/HTML5Game01.zip 复制到浏览器

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案例源码下载后,放到web环境下浏览器打开index.html就可以运行了在这里插入图片描述

完整代码

<html>
    <head>
        <script src="pixi.js"></script>
    </head>
    <body>

    </body>
    <script>
    //创建一个应用app,宽度 400、高度 400的显示区域。
    var app = new PIXI.Application(800,600);
    //将应用app的显示区域添加到浏览器中
    document.body.appendChild(app.view);

    //画中线
    var line = new PIXI.Graphics();
    app.stage.addChild(line);
    line.beginFill(0xFF3300);
    line.lineStyle(4, 0xffffff, 1);
    for(var i = 0; i < 40; i ++) {
        line.moveTo(400, i * 15);
        line.lineTo(400, i * 15 + 10);
    }
    
    //左侧挡板
    var leftBlock = new PIXI.Sprite.fromImage("block.jpg");
    app.stage.addChild(leftBlock);
    leftBlock.width = 20;
    leftBlock.height = 100;
    leftBlock.anchor.x = leftBlock.anchor.y = 0.5;
    leftBlock.x = 40;
    leftBlock.y = 300;

    //右侧挡板
    var rightBlock = new PIXI.Sprite.fromImage("block.jpg");
    app.stage.addChild(rightBlock);
    rightBlock.width = 20;
    rightBlock.height = 100;
    rightBlock.anchor.x = rightBlock.anchor.y = 0.5;
    rightBlock.x = 760;
    rightBlock.y = 300;

    //文字样式
    var style = {
        fontFamily: 'Arial',
        fontSize: 80,
        fill:'#ffffff',
    }

    //左侧分数
    var leftScore = new PIXI.Text("0", style);
    app.stage.addChild(leftScore);
    leftScore.anchor.x = leftScore.anchor.y = 0.5;
    leftScore.x = 200;
    leftScore.y = 70;

    //右侧分数
    var rightScore = new PIXI.Text("0", style);
    app.stage.addChild(rightScore);
    rightScore.anchor.x = rightScore.anchor.y = 0.5;
    rightScore.x = 600;
    rightScore.y = 70;

    //球
    var ball = new PIXI.Sprite.fromImage("ball.jpg");
    app.stage.addChild(ball);
    ball.width = 10;
    ball.height = 10;
    ball.anchor.x = ball.anchor.y = 0.5;
    ball.x = 200;
    ball.y = 300;


    //分数
    var leftScoreNum = 0;
    var rightScoreNum = 0;

    //左右挡板移动速度
    var leftMoveSpeed = 0; 
    var rightMoveSpeed = 0; 

    document.onkeydown = function (e) {
        var e = e || window.event;  //标准化事件对象
        var keyCode = e.keyCode;

        if(keyCode == 87) { //w
            leftMoveSpeed = -8;
        } else if(keyCode == 83) { //s
            leftMoveSpeed = 8;
        }

        if(keyCode == 38) { //上
            rightMoveSpeed = -8;
        } else if(keyCode == 40) { //下
            rightMoveSpeed = 8;
        }
        console.log(e.keyCode) //上87 下83 左85 右88
    }

    document.onkeyup = function (e) {
        var e = e || window.event;  //标准化事件对象
        var keyCode = e.keyCode;

        if(keyCode == 87) { //w
            leftMoveSpeed = 0;
        } else if(keyCode == 83) { //s
            leftMoveSpeed = 0;
        }

        if(keyCode == 38) { //上
            rightMoveSpeed = 0;
        } else if(keyCode == 40) { //下
            rightMoveSpeed = 0;
        }
    }


    var ballSpeed = 3;
    var ballSpeedAngle = 1/4 * Math.PI;
    app.ticker.add(animate);

    function animate() {
        leftBlock.y += leftMoveSpeed;
        if(leftBlock.y < 50) {
            leftBlock.y = 50;
        }
        if(leftBlock.y > 550) {
            leftBlock.y = 550;
        }

        rightBlock.y += rightMoveSpeed;
        if(rightBlock.y < 50) {
            rightBlock.y = 50;
        }
        if(rightBlock.y > 550) {
            rightBlock.y = 550;
        }


        var speedX = Math.cos(ballSpeedAngle) * ballSpeed;
        var speedY = Math.sin(ballSpeedAngle) * ballSpeed;

        ball.x += speedX;
        ball.y += speedY;

        //碰撞
        if(ball.y > 600) {
            ballSpeedAngle = -ballSpeedAngle;
        }
        if(ball.y < 0) {
            ballSpeedAngle = -ballSpeedAngle;
        }
        if(ball.x > 800) {
            //左边得分
            addScore(1);
        }
        if(ball.x < 0) {
            //右边得分
            addScore(2);
        }

        blockCrash(speedX);
    }
    
    var isLeftBlockCrash = false;
    //挡板与球的碰撞
    function blockCrash(speedX) {
        //左挡板
        if(ball.x < leftBlock.x + leftBlock.width / 2 && ball.x > leftBlock.x - leftBlock.width / 2) {
            if(ball.y < leftBlock.y + leftBlock.height / 2 && ball.y > leftBlock.y - leftBlock.height / 2) {
                if(isLeftBlockCrash == false) {

                    if(speedX > 0) {
                        ballSpeedAngle = -(ballSpeedAngle - Math.PI);
                    } else {
                        //回弹角度增益
                        ballSpeedAngle = (ball.y - leftBlock.y)/50;
                        ballSpeed = 10;
                    }
                    isLeftBlockCrash = true;
                }
            } else {
                isLeftBlockCrash = false;
            }
        } else {
            isLeftBlockCrash = false;
        }

        //右挡板
        if(ball.x < rightBlock.x + rightBlock.width / 2 && ball.x > rightBlock.x - rightBlock.width / 2) {
            if(ball.y < rightBlock.y + rightBlock.height / 2 && ball.y > rightBlock.y - rightBlock.height / 2) {
                if(isRightBlockCrash == false) {

                    if(speedX < 0) {
                        ballSpeedAngle = -(ballSpeedAngle - Math.PI);
                    } else {
                        //回弹角度增益
                        ballSpeedAngle = Math.PI - (ball.y - rightBlock.y)/50;
                        ballSpeed = 10;
                    }
                    isRightBlockCrash = true;
                }
            } else {
                isRightBlockCrash = false;
            }
        } else {
            isRightBlockCrash = false;
        }
    
    }

    //记分
    function addScore(type) {
        if(type == 1) {
            leftScoreNum ++;
            leftScore.text = leftScoreNum;
            ballSpeedAngle = 0;

        } else {
            rightScoreNum ++;
            rightScore.text = rightScoreNum;
            ballSpeedAngle = Math.PI;
            
        }

        //重置小球
        ball.x = 400;
        ball.y = 300;
        ballSpeed = 3;

    }



    </script>
</html>

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制作过程

一、制作显示界面

显示部分首先创建应用,然后添加图片并设置显示位置。
使用了两张图片: 1、球图片 2、挡板图片
在这里插入图片描述
中间的虚线使用程序画的,分数显示使用文本Text对象制作的

代码拆解

1)创建应用

//创建一个应用app,宽度 400、高度 400的显示区域。	
var app = new PIXI.Application(800,600);		
//将应用app的显示区域添加到浏览器中
document.body.appendChild(app.view);

2) 添加左右挡板

//左侧挡板
var leftBlock = new PIXI.Sprite.fromImage("block.jpg");
app.stage.addChild(leftBlock);
leftBlock.width = 20;
leftBlock.height = 100;
leftBlock.anchor.x = leftBlock.anchor.y = 0.5;
leftBlock.x = 40;
leftBlock.y = 300;

//右侧挡板
var rightBlock = new PIXI.Sprite.fromImage("block.jpg");
app.stage.addChild(rightBlock);
rightBlock.width = 20;
rightBlock.height = 100;
rightBlock.anchor.x = rightBlock.anchor.y = 0.5;
rightBlock.x = 760;
rightBlock.y = 300;

3)绘制中线

var line = new PIXI.Graphics();
app.stage.addChild(line);
line.beginFill(0xFF3300);
line.lineStyle(4, 0xffffff, 1);
for(var i = 0; i < 40; i ++) {
    line.moveTo(400, i * 15);
    line.lineTo(400, i * 15 + 10);
}

4)添加小球

var ball = new PIXI.Sprite.fromImage("ball.jpg");
app.stage.addChild(ball);
ball.width = 10;
ball.height = 10;
ball.anchor.x = ball.anchor.y = 0.5;
ball.x = 200;
ball.y = 300;

5)添加左右得分显示

//文字样式
var style = {
    fontFamily: 'Arial',
    fontSize: 80,
    fill:'#ffffff',
}

//左侧分数
var leftScore = new PIXI.Text("0", style);
app.stage.addChild(leftScore);
leftScore.anchor.x = leftScore.anchor.y = 0.5;
leftScore.x = 200;
leftScore.y = 70;

//右侧分数
var rightScore = new PIXI.Text("0", style);
app.stage.addChild(rightScore);
rightScore.anchor.x = rightScore.anchor.y = 0.5;
rightScore.x = 600;
rightScore.y = 70;

.

二、制作控制功能

添加键盘事件,左侧挡板使用 w、s 键控制上下;右侧挡板使用 上、下按钮控制。

代码拆解

1)定义挡板移动速度,并通过键盘事件控制速度大小

//左右挡板移动速度
var leftMoveSpeed = 0; 
var rightMoveSpeed = 0; 

document.onkeydown = function (e) {
    var e = e || window.event;  //标准化事件对象
    var keyCode = e.keyCode;

    if(keyCode == 87) { //w
        leftMoveSpeed = -8;
    } else if(keyCode == 83) { //s
        leftMoveSpeed = 8;
    }

    if(keyCode == 38) { //上
        rightMoveSpeed = -8;
    } else if(keyCode == 40) { //下
        rightMoveSpeed = 8;
    }
    console.log(e.keyCode) //上87 下83 左85 右88
}

document.onkeyup = function (e) {
    var e = e || window.event;  //标准化事件对象
    var keyCode = e.keyCode;

    if(keyCode == 87) { //w
        leftMoveSpeed = 0;
    } else if(keyCode == 83) { //s
        leftMoveSpeed = 0;
    }

    if(keyCode == 38) { //上
        rightMoveSpeed = 0;
    } else if(keyCode == 40) { //下
        rightMoveSpeed = 0;
    }
}

2)添加帧频函数,让挡板按照定义的速度上下移动移动

app.ticker.add(animate);

function animate() {
    leftBlock.y += leftMoveSpeed;
    if(leftBlock.y < 50) {
        leftBlock.y = 50;
    }
    if(leftBlock.y > 550) {
        leftBlock.y = 550;
    }

    rightBlock.y += rightMoveSpeed;
    if(rightBlock.y < 50) {
        rightBlock.y = 50;
    }
    if(rightBlock.y > 550) {
        rightBlock.y = 550;
    }
}

.

三、制作弹球动画

制作挡板接球反弹功能,可以根据接球的位置决定反弹的角度,如果未接到球,对方得1分。

代码拆解

1)定义小球移动速度及移动方向变量

var ballSpeed = 3;
var ballSpeedAngle = 1/4 * Math.PI;

2)在帧频函数中制作小球移动功能

var speedX = Math.cos(ballSpeedAngle) * ballSpeed;
var speedY = Math.sin(ballSpeedAngle) * ballSpeed;

ball.x += speedX;
ball.y += speedY;

3)小球碰撞屏幕上下边缘反弹

//碰撞
if(ball.y > 600) {
    ballSpeedAngle = -ballSpeedAngle;
}
if(ball.y < 0) {
    ballSpeedAngle = -ballSpeedAngle;
}

.

四、制作接球及得分功能

制作挡板接球反弹功能,可以根据接球的位置决定反弹的角度,如果未接到球,对方得1分。

代码拆解

1)添加挡板反弹功能

var isLeftBlockCrash = false;
//挡板与球的碰撞
function blockCrash(speedX) {
    //左挡板
    if(ball.x < leftBlock.x + leftBlock.width / 2 && ball.x > leftBlock.x - leftBlock.width / 2) {
        if(ball.y < leftBlock.y + leftBlock.height / 2 && ball.y > leftBlock.y - leftBlock.height / 2) {
            if(isLeftBlockCrash == false) {

                if(speedX > 0) {
                    ballSpeedAngle = -(ballSpeedAngle - Math.PI);
                } else {
                    //回弹角度增益
                    ballSpeedAngle = (ball.y - leftBlock.y)/50;
                    ballSpeed = 10;
                }
                isLeftBlockCrash = true;
            }
        } else {
            isLeftBlockCrash = false;
        }
    } else {
        isLeftBlockCrash = false;
    }

    //右挡板
    if(ball.x < rightBlock.x + rightBlock.width / 2 && ball.x > rightBlock.x - rightBlock.width / 2) {
        if(ball.y < rightBlock.y + rightBlock.height / 2 && ball.y > rightBlock.y - rightBlock.height / 2) {
            if(isRightBlockCrash == false) {

                if(speedX < 0) {
                    ballSpeedAngle = -(ballSpeedAngle - Math.PI);
                } else {
                    //回弹角度增益
                    ballSpeedAngle = Math.PI - (ball.y - rightBlock.y)/50;
                    ballSpeed = 10;
                }
                isRightBlockCrash = true;
            }
        } else {
            isRightBlockCrash = false;
        }
    } else {
        isRightBlockCrash = false;
    }

}

2)添加计算得分的函数

//记分
function addScore(type) {
    if(type == 1) {
        leftScoreNum ++;
        leftScore.text = leftScoreNum;
        ballSpeedAngle = 0;

    } else {
        rightScoreNum ++;
        rightScore.text = rightScoreNum;
        ballSpeedAngle = Math.PI;
        
    }

    //重置小球
    ball.x = 400;
    ball.y = 300;
    ballSpeed = 3;

}

3)在帧频中添加当小球碰移动到屏幕左右边缘时,得分函数的调用

if(ball.x > 800) {
    //左边得分
    addScore(1);
}
if(ball.x < 0) {
    //右边得分
    addScore(2);
}
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