java摇两个色子代码_[代码全屏查看]-html5+原生js实现的一个简易双色子游戏

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掷色子的游戏

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游戏规则:

1、一个玩家、两个色子,每个色子有1-6个点,点数随机出现,点数是2-12中的任意数字

2、如果玩家第一次抛出 7 或者 11,则本回合胜利 进行下一回合

3、如果玩家抛出2、3、12 则回合失败 进行下一回合

4、抛出其他数字4、5、6、7、8、9、10 记录点数和,并继续掷色子

5、当玩家掷出7 则本回合失败 进行下一回合

6、当玩家抛出的点数和与上一次的相同,本局胜利 进行下一回合

7、当玩家抛出的点数和与上一次的不同,本局失败,进行下一回合

后期扩展:

这个游戏有押注和积分的功能,尚无思路,所以没有实现

/**

游戏规则:

一个玩家、两个色子,每个色子有1-6个点,点数随机出现,点数是2-12中的任意数字

如果玩家第一次抛出 7 或者 11,则本回合胜利 进行下一回合

如果玩家抛出2、3、12 则回合失败 进行下一回合

抛出其他数字4、5、6、7、8、9、10 记录点数和,并继续掷色子

当玩家掷出7 则本回合失败 进行下一回合

当玩家抛出的点数和与上一次的相同,本局胜利 进行下一回合

当玩家抛出的点数和与上一次的不同,本局失败,进行下一回合

game:{游戏对象

}

Stage={场景对象

add(thing) //添加一个物件

addEvent(type,handler)

redraw() //重绘所有thing对象

}

Thing = {//物件对象

draw(canvas)//传入一个canvas画板对象用于绘制thing

isScope(x,y) //传入鼠标相对于canvas的位置,返回boolean,

//用于判断鼠标是否在thing的范围 true在,false不在

addEvent(type,handler) //公开方法 //给物件设置时间

}

定义我们自己的场景对象

掷色子的场景内需要:

1、两个色子 色子一号 色子二号

2、一个公告板 显示本局信息

3、三个按钮 重现开始

**/

function Stage(canvas){

this.canvas = document.getElementById(canvas);

this.ctx = this.canvas.getContext('2d');

this.ctx.lineWidth = 1;

this.ctx.strokeStyle = 'rgb(255,0,0)';

this.width = this.canvas.width;

this.height = this.canvas.height;

this.things = [];

this.addEvent = [];

this.rule = {};

}

Stage.prototype.setings = function(){};

Stage.prototype.draw = function(){

for(var thing in this.things){

if(this.things[thing] instanceof Array){

for(var i=0;i

this.things[thing][i].init();

}

}

}

}

Stage.prototype.add = function(thing){

if(!thing){return;}

if(this.things['disc'] == undefined){

this.things['disc'] = [];

}

if(this.things['callBoard'] == undefined){

this.things['callBoard'] = [];

}

if(thing instanceof Disc){

this.things['disc'].push(thing);

}

if(thing instanceof CallBoard){

this.things['callBoard'].push(thing);

}

}

Stage.prototype.play = function(){

this.clean();

for(var i=0;i

this.things['disc'][i].random_porints();

}

this.rule.init(this);

this.rule.run();

this.log();

if(!this.rule.hasNext){

var self = this;

document.getElementById('button').onclick = function(){

self.redraw();

}

document.getElementById('button').value = '重置游戏';

}else{

document.getElementById('button').value = '再抛一次';

}

}

Stage.prototype.redraw = function(){

this.clean();

this.things = {};

this.setings();

var self = this;

document.getElementById('button').onclick = function(){

self.play();

}

document.getElementById('button').value = '开始掷骰子';

}

Stage.prototype.log = function(){

var html = document.getElementById('log').innerHTML;

var tmp = this.rule.notice1.str +' '+ this.rule.notice2.str +' '+ this.rule.notice3.str +'  ';

tmp += (this.rule.integral.length > 0 ? ('上一次点数['+this.rule.integral.join(',')+']'):'')+this.rule.hasNext+'
';

document.getElementById('log').innerHTML = html + tmp;

}

Stage.prototype.clean = function(){

for(var i=0;i

this.things['disc'][i].clean();

}

for(var i=0;i

this.things['callBoard'][i].clean();

}

}

function Disc(x,y,stage){

this.x = x;

this.y = y;

this.stage = stage;

this.init();

}

Disc.prototype.init = function(){

this.width = 170;

this.height = this.width;

this.porints = 1;

this.draw();

this.draw_porints();

}

Disc.prototype.draw = function(){

this.stage.ctx.beginPath();

this.stage.ctx.strokeRect(this.x,this.y,this.width,this.height);

this.stage.ctx.closePath();

this.stage.ctx.stroke();

}

Disc.prototype.random_porints = function(){

this.clean();

var tmp = 0;

do{

tmp = Math.floor(Math.random() * 7);

}while(tmp <= 0 || tmp > 6)

this.porints = tmp;

this.draw_porints();

}

Disc.prototype.draw_porints = function(){

var radius = this.width/7;

if(this.porints == 1){//当只有1个点的时候,点位于正方形的正中间(width/2,height/2) 半径为width/4

draw_porint(this.x + (this.width/2),this.y + (this.height/2),this.width/4,this.stage);

}else if(this.porints == 2){//当有两个点时,第一个点位于(width/2,(height/7)*2,第二个点位于(width/2,(height/7)*5)

draw_porint(this.x + (this.width/2),this.y + ((this.height/7)*2),radius,this.stage);

draw_porint(this.x + (this.width/2),this.y + ((this.height/7)*5),radius,this.stage);;

}else if(this.porints == 3){

draw_porint(this.x + ((this.width/10)*2),this.y + ((this.height/10)*2),radius,this.stage);

draw_porint(this.x + ((this.width/10)*5),this.y + ((this.height/10)*5),radius,this.stage);

draw_porint(this.x + ((this.width/10)*8),this.y + ((this.height/10)*8),radius,this.stage);

}else if(this.porints == 4){

draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/7)*2),radius,this.stage);

draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/7)*2),radius,this.stage);

draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/7)*5),radius,this.stage);

draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/7)*5),radius,this.stage);

}else if(this.porints == 5){

draw_porint(this.x + ((this.width/10)*2),this.y + ((this.height/10)*2),radius,this.stage);

draw_porint(this.x + ((this.width/10)*2),this.y + ((this.height/10)*8),radius,this.stage);

draw_porint(this.x + ((this.width/10)*5),this.y + ((this.height/10)*5),radius,this.stage);

draw_porint(this.x + ((this.width/10)*8),this.y + ((this.height/10)*2),radius,this.stage);

draw_porint(this.x + ((this.width/10)*8),this.y + ((this.height/10)*8),radius,this.stage);

}else if(this.porints == 6){

draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/10)*2),radius,this.stage);

draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/10)*2),radius,this.stage);

draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/10)*5),radius,this.stage);

draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/10)*5),radius,this.stage);

draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/10)*8),radius,this.stage);

draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/10)*8),radius,this.stage);

}

}

Disc.prototype.redraw = function(){

this.clean();

this.porints = 1;

this.draw_porints();

}

Disc.prototype.clean = function(){

this.stage.ctx.clearRect(this.x,this.y,this.width,this.height);

}

function draw_porint(x,y,radius,stage){

stage.ctx.beginPath();

stage.ctx.arc(x,y,radius,0,2*Math.PI,false);

stage.ctx.closePath();

stage.ctx.fill();

}

function CallBoard(x,y,stage){

this.x = x;

this.y = y;

this.width = 360;

this.height = 50;

this.stage = stage;

this.notices = [];

this.init();

}

CallBoard.prototype.init = function(){

this.stage.ctx.beginPath();

this.stage.ctx.strokeRect(this.x,this.y,this.width,this.height);

this.stage.ctx.closePath();

this.stage.ctx.stroke();

this.draw();

}

CallBoard.prototype.draw = function(){

for(var i =0;i

this.notices[i].init();

}

}

CallBoard.prototype.redraw = function(){

this.clean();

this.init();

this.draw();

}

CallBoard.prototype.clean = function(){

this.stage.ctx.clearRect(this.x,this.y,this.width,this.height);

}

CallBoard.prototype.add = function(notice){

if(!notice){return;}

this.notices.push(notice);

}

function Notice(x,y,str,callBoard){

this.x = x;

this.y = y;

this.str = str;

this.width = 150;

this.height = 10;

this.stage = callBoard.stage;

if(str == undefined){

this.init();

}else{

this.init(str);

}

}

Notice.prototype.init = function(){

this.stage.ctx.fillText('暂无',this.x,this.y);

}

Notice.prototype.init = function(str){

if(str != ''){

this.str = str;

}

this.stage.ctx.fillText(this.str,this.x,this.y);

}

Notice.prototype.draw = function(str){

this.init(str);

}

Notice.prototype.redraw = function(str){

this.stage.ctx.clearRect(this.x,this.y-9,this.width,this.height);

this.draw(str);

}

function Rule(){

this.disc1 = {};

this.disc2 = {};

this.notice1 = {};

this.notice2 = {};

this.notice3 = {};

this.count = 0;

this.integral = [];

this.hasNext = false;

}

Rule.prototype.init = function(stage){

this.disc1 = stage.things['disc'][0];

this.disc2 = stage.things['disc'][1];

this.notice1 = stage.things['callBoard'][0].notices[0];

this.notice2 = stage.things['callBoard'][0].notices[1];

this.notice3 = stage.things['callBoard'][0].notices[2];

this.count = this.disc1.porints + this.disc2.porints;

this.notice1.redraw('色子1号当前点数为: '+this.disc1.porints+' 点');

this.notice2.redraw('色子2号当前点数为: '+this.disc2.porints+' 点');

this.notice3.redraw('当前点数和为:'+this.count+'点。');

}

Rule.prototype.run = function(){

var str = this.notice3.str;

this.notice3.width = 348;

if(this.integral.length == 0){

if(this.count == 7 || this.count == 11){

str += '你的运气真好一把就赢了,继续加油哦!';

this.notice3.redraw(str);

this.hasNext = false;

return this;

}

if(this.count == 2 || this.count == 3 || this.count == 12){

str += '你也太衰了吧!第一把就输了,再来一把试试!';

this.notice3.redraw(str)

this.hasNext = false;

return this;

}

if(this.count >=4 && this.count <= 10){

this.integral.push(this.count);

str += '请再抛一次骰子!';

this.notice3.redraw(str);

this.hasNext = true;

return this;

}

}else{

if(this.count == 7 || this.count != this.integral[this.integral.length - 1]){

str += '不好意思,你输了……!';

this.notice3.redraw(str);

this.hasNext = false;

return this;

}

if(this.count == this.integral[this.integral.length - 1]){

str += '你太厉害了,竟然抛出和上一次一样的点数!恭喜你赢了!';

this.notice3.redraw(str);

this.hasNext = false;

return this;

}

}

}

var stage = new Stage('game');

stage.setings = function(){

var x1 = 20,y1 = 20;

var x2 = 210,y2 = 20;

var callBoard = new CallBoard(20,200,stage);

callBoard.add(new Notice(30,220,'色子1号,尚无点数。',callBoard));

callBoard.add(new Notice(220,220,'色子2号,尚无点数。',callBoard));

callBoard.add(new Notice(30,240,'当前尚无点数和。',callBoard));

stage.add(new Disc(x1,y1,stage));

stage.add(new Disc(x2,y2,stage));

stage.add(callBoard);

stage.rule = new Rule();

}

stage.setings();

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