大家都玩过弹球消砖块游戏,左右键控制最底端的一个小木板平移,接住掉落的小球,将球弹起后消除画面上方的一堆砖块。
那么用VUE+Canvas如何来实现呢?实现思路很简单,首先来拆分一下要画在画布上的内容:
(1)用键盘左右按键控制平移的木板;
(2)在画布内四处弹跳的小球;
(3)固定在画面上方,并且被球碰撞后就消失的一堆砖块。
将上述三种对象,用requestAnimationFrame()函数平移运动起来,再结合各种碰撞检查,就可以得到最终的结果。
先看看最终的效果:
一、左右平移的木板
最底部的木板是最简单的一部分,因为木板的y坐标是固定的,我们设置木板的初始参数,包括其宽度,高度,平移速度等,然后实现画木板的函数:
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pannel: {
x: 0,
y: 0,
height: 8,
width: 100,
speed: 8,
dx: 0
},
....
drawPannel() {
this .drawRoundRect(
this .pannel.x,
this .pannel.y,
this .pannel.width,
this .pannel.height,
5
);
},
drawRoundRect(x, y, width, height, radius) { // 画圆角矩形
this .ctx.beginPath();
this .ctx.arc(x + radius, y + radius, radius, Math.PI, (Math.PI * 3) / 2);
this .ctx.lineTo(width - radius + x, y);
this .ctx.arc(
width - radius + x,
radius + y,
radius,
(Math.PI * 3) / 2,
Math.PI * 2
);
this .ctx.lineTo(width + x, height + y - radius);
this .ctx.arc(
width - radius + x,
height - radius + y,
radius,
0,
(Math.PI * 1) / 2
);
this .ctx.lineTo(radius + x, height + y);
this .ctx.arc(
radius + x,
height - radius + y,
radius,
(Math.PI * 1) / 2,
Math.PI
);
this .ctx.fillStyle = "#008b8b" ;
this .ctx.fill();
this .ctx.closePath();
}
|
程序初始化的时候,监听键盘的左右方向键,来移动木板,通过长度判断是否移动到了左右边界使其不能继续移出画面:
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document.onkeydown = function (e) {
let key = window.event.keyCode;
if (key === 37) {
// 左键
_this.pannel.dx = -_this.pannel.speed;
} else if (key === 39) {
// 右键
_this.pannel.dx = _this.pannel.speed;
}
};
document.onkeyup = function (e) {
_this.pannel.dx = 0;
};
....
movePannel() {
this .pannel.x += this .pannel.dx;
if ( this .pannel.x > this .clientWidth - this .pannel.width) {
this .pannel.x = this .clientWidth - this .pannel.width;
} else if ( this .pannel.x < 0) {
this .pannel.x = 0;
}
},
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二、弹跳的小球和碰撞检测
小球的运动和木板类似,只是不仅有dx的偏移,还有dy的偏移。
而且还要有碰撞检测:
(1)当碰撞的是上、右、左墙壁以及木板上的时候则反弹;
(2)当碰撞到是木板以外的下边界的时候,则输掉游戏;
(3)当碰撞的是砖块的时候,被碰的砖块消失,分数+1,小球反弹。
于是和木板一样,将小球部分分为画小球函数drawBall()和小球运动函数moveBall():
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drawBall() {
this .ctx.beginPath();
this .ctx.arc( this .ball.x, this .ball.y, this .ball.r, 0, 2 * Math.PI);
this .ctx.fillStyle = "#008b8b" ;
this .ctx.fill();
this .ctx.closePath();
},
moveBall() {
this .ball.x += this .ball.dx;
this .ball.y += this .ball.dy;
this .breaksHandle();
this .edgeHandle();
},
breaksHandle() {
// 触碰砖块检测
this .breaks.forEach(item => {
if (item.show) {
if (
this .ball.x + this .ball.r > item.x &&
this .ball.x - this .ball.r < item.x + this .breaksConfig.width &&
this .ball.y + this .ball.r > item.y &&
this .ball.y - this .ball.r < item.y + this .breaksConfig.height
) {
item.show = false ;
this .ball.dy *= -1;
this .score ++ ;
if ( this .showBreaksCount === 0){
this .gameOver = true ;
}
}
}
});
},
edgeHandle() {
// 边缘检测
// 碰到顶部反弹
if ( this .ball.y - this .ball.r < 0) {
this .ball.dy = - this .ball.dy;
}
if (
// 碰到左右墙壁
this .ball.x - this .ball.r < 0 ||
this .ball.x + this .ball.r > this .clientWidth
) {
this .ball.dx = - this .ball.dx;
}
if (
this .ball.x >= this .pannel.x &&
this .ball.x <= this .pannel.x + this .pannel.width &&
this .ball.y + this .ball.r >= this .clientHeight - this .pannel.height
) {
// 球的x在板子范围内并触碰到了板子
this .ball.dy *= -1;
} else if (
( this .ball.x < this .pannel.x ||
this .ball.x > this .pannel.x + this .pannel.width) &&
this .ball.y + this .ball.r >= this .clientHeight
) {
// 球碰到了底边缘了
this .gameOver = true ;
this .getCurshBreaks();
}
}
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三、砖块的生成
砖块的生成也比较简单,这里我们初始了一些数据:
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breaksConfig: {
row: 6, // 排数
height: 25, // 砖块高度
width: 130, // 砖块宽度
radius: 5, // 矩形圆角
space: 0, // 间距
colunm: 6 // 列数
}
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根据这些配置项以及画布宽度,我们可以计算出每个砖块的横向间隙是多少:
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// 计算得出砖块缝隙宽度
this .breaksConfig.space = Math.floor(
( this .clientWidth -
this .breaksConfig.width * this .breaksConfig.colunm) /
( this .breaksConfig.colunm + 1)
);
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于是我们可以得到每个砖块在画布中的x,y坐标(指的砖块左上角的坐标)
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for (let i = 0; i < _this.breaksConfig.row; i++) {
for (let j = 0; j < _this.breaksConfig.colunm; j++) {
_this.breaks.push({
x: this .breaksConfig.space * (j + 1) + this .breaksConfig.width * j,
y: 10 * (i + 1) + this .breaksConfig.height * i,
show: true
});
}
}
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再加上绘制砖块的函数:
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drawBreaks() {
let _this = this ;
_this.breaks.forEach(item => {
if (item.show) {
_this.drawRoundRect(
item.x,
item.y,
_this.breaksConfig.width,
_this.breaksConfig.height,
_this.breaksConfig.radius
);
}
});
}
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四、让上面三个部分动起来
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( function animloop() {
if (!_this.gameOver) {
_this.movePannel();
_this.moveBall();
_this.drawAll();
} else {
_this.drawCrushBreaks();
}
window.requestAnimationFrame(animloop);
})();
....
drawAll() {
this .ctx.clearRect(0, 0, this .clientWidth, this .clientHeight);
this .drawPannel();
this .drawBall();
this .drawScore();
this .drawBreaks();
}
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五、游戏结束后的效果
在最开始的动图里可以看到,游戏结束后,砖块粉碎成了若干的小球掉落,这个其实和画单独的小球类似,思路就是把剩余的砖块中心坐标处生产若干大小不等,运动轨迹不等,颜色不等的小球,然后继续动画。
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getCurshBreaks() {
let _this = this ;
this .breaks.forEach(item => {
if (item.show) {
item.show = false ;
for (let i = 0; i < 8; i++) { // 每个砖块粉碎为8个小球
this .crushBalls.push({
x: item.x + this .breaksConfig.width / 2,
y: item.y + this .breaksConfig.height / 2,
dx: _this.getRandomArbitrary(-6, 6),
dy: _this.getRandomArbitrary(-6, 6),
r: _this.getRandomArbitrary(1, 4),
color: _this.getRandomColor()
});
}
}
});
},
drawCrushBreaks() {
this .ctx.clearRect(0, 0, this .clientWidth, this .clientHeight);
this .crushBalls.forEach(item => {
this .ctx.beginPath();
this .ctx.arc(item.x, item.y, item.r, 0, 2 * Math.PI);
this .ctx.fillStyle = item.color;
this .ctx.fill();
this .ctx.closePath();
item.x += item.dx;
item.y += item.dy;
if (
// 碰到左右墙壁
item.x - item.r < 0 ||
item.x + item.r > this .clientWidth
) {
item.dx = -item.dx;
}
if (
// 碰到上下墙壁
item.y - item.r < 0 ||
item.y + item.r > this .clientHeight
) {
item.dy = -item.dy;
}
});
},
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以上就是桌面弹球消砖块小游戏的实现思路和部分代码,实现起来很简单,两三百行代码就可以实现这个小游戏。在小球的运动上可以进行持续优化,并且也可以增加难度选项操作。
最后附上全部的vue文件代码,供大家参考学习:
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<template>
<div class= "break-ball" >
<canvas id= "breakBall" width= "900" height= "600" ></canvas>
<div class= "container" v- if = "gameOver" >
<div class= "dialog" >
<p class= "once-again" >本轮分数:{{score}}分</p>
<p class= "once-again" >真好玩!</p>
<p class= "once-again" >再来一次~~</p>
<el-button class= "once-again-btn" @click= "init" >开始</el-button>
</div>
</div>
</div>
</template>
<script>
const randomColor = [
"#FF95CA" ,
"#00E3E3" ,
"#00E3E3" ,
"#6F00D2" ,
"#6F00D2" ,
"#C2C287" ,
"#ECFFFF" ,
"#FFDC35" ,
"#93FF93" ,
"#d0d0d0"
];
export default {
name: "BreakBall" ,
data() {
return {
clientWidth: 0,
clientHeight: 0,
ctx: null ,
crushBalls: [],
pannel: {
x: 0,
y: 0,
height: 8,
width: 100,
speed: 8,
dx: 0
},
ball: {
x: 0,
y: 0,
r: 8,
dx: -4,
dy: -4
},
score: 0,
gameOver: false ,
breaks: [],
breaksConfig: {
row: 6, // 排数
height: 25, // 砖块高度
width: 130, // 砖块宽度
radius: 5, // 矩形圆角
space: 0, // 间距
colunm: 6 // 列数
}
};
},
mounted() {
let _this = this ;
let container = document.getElementById( "breakBall" );
this .ctx = container.getContext( "2d" );
this .clientHeight = container.height;
this .clientWidth = container.width;
_this.init();
document.onkeydown = function (e) {
let key = window.event.keyCode;
if (key === 37) {
// 左键
_this.pannel.dx = -_this.pannel.speed;
} else if (key === 39) {
// 右键
_this.pannel.dx = _this.pannel.speed;
}
};
document.onkeyup = function (e) {
_this.pannel.dx = 0;
};
( function animloop() {
if (!_this.gameOver) {
_this.movePannel();
_this.moveBall();
_this.drawAll();
} else {
_this.drawCrushBreaks();
}
window.requestAnimationFrame(animloop);
})();
},
computed:{
showBreaksCount(){
return this .breaks.filter(item=>{
return item.show;
}).length;
}
},
methods: {
init() {
let _this = this ;
_this.gameOver = false ;
this .pannel.y = this .clientHeight - this .pannel.height;
this .pannel.x = this .clientWidth / 2 - this .pannel.width / 2;
this .ball.y = this .clientHeight / 2;
this .ball.x = this .clientWidth / 2;
this .score = 0;
this .ball.dx = [-1,1][Math.floor(Math.random() * 2)]*4;
this .ball.dy = [-1,1][Math.floor(Math.random() * 2)]*4;
this .crushBalls = [];
this .breaks = [];
// 计算得出砖块缝隙宽度
this .breaksConfig.space = Math.floor(
( this .clientWidth -
this .breaksConfig.width * this .breaksConfig.colunm) /
( this .breaksConfig.colunm + 1)
);
for (let i = 0; i < _this.breaksConfig.row; i++) {
for (let j = 0; j < _this.breaksConfig.colunm; j++) {
_this.breaks.push({
x: this .breaksConfig.space * (j + 1) + this .breaksConfig.width * j,
y: 10 * (i + 1) + this .breaksConfig.height * i,
show: true
});
}
}
},
drawAll() {
this .ctx.clearRect(0, 0, this .clientWidth, this .clientHeight);
this .drawPannel();
this .drawBall();
this .drawScore();
this .drawBreaks();
},
movePannel() {
this .pannel.x += this .pannel.dx;
if ( this .pannel.x > this .clientWidth - this .pannel.width) {
this .pannel.x = this .clientWidth - this .pannel.width;
} else if ( this .pannel.x < 0) {
this .pannel.x = 0;
}
},
moveBall() {
this .ball.x += this .ball.dx;
this .ball.y += this .ball.dy;
this .breaksHandle();
this .edgeHandle();
},
breaksHandle() {
// 触碰砖块检测
this .breaks.forEach(item => {
if (item.show) {
if (
this .ball.x + this .ball.r > item.x &&
this .ball.x - this .ball.r < item.x + this .breaksConfig.width &&
this .ball.y + this .ball.r > item.y &&
this .ball.y - this .ball.r < item.y + this .breaksConfig.height
) {
item.show = false ;
this .ball.dy *= -1;
this .score ++ ;
if ( this .showBreaksCount === 0){
this .gameOver = true ;
}
}
}
});
},
edgeHandle() {
// 边缘检测
// 碰到顶部反弹
if ( this .ball.y - this .ball.r < 0) {
this .ball.dy = - this .ball.dy;
}
if (
// 碰到左右墙壁
this .ball.x - this .ball.r < 0 ||
this .ball.x + this .ball.r > this .clientWidth
) {
this .ball.dx = - this .ball.dx;
}
if (
this .ball.x >= this .pannel.x &&
this .ball.x <= this .pannel.x + this .pannel.width &&
this .ball.y + this .ball.r >= this .clientHeight - this .pannel.height
) {
// 球的x在板子范围内并触碰到了板子
this .ball.dy *= -1;
} else if (
( this .ball.x < this .pannel.x ||
this .ball.x > this .pannel.x + this .pannel.width) &&
this .ball.y + this .ball.r >= this .clientHeight
) {
// 球碰到了底边缘了
this .gameOver = true ;
this .getCurshBreaks();
}
},
drawScore(){
this .ctx.beginPath();
this .ctx.font= "14px Arial" ;
this .ctx.fillStyle = "#FFF" ;
this .ctx.fillText( "分数:" + this .score,10, this .clientHeight-14);
this .ctx.closePath();
},
drawCrushBreaks() {
this .ctx.clearRect(0, 0, this .clientWidth, this .clientHeight);
this .crushBalls.forEach(item => {
this .ctx.beginPath();
this .ctx.arc(item.x, item.y, item.r, 0, 2 * Math.PI);
this .ctx.fillStyle = item.color;
this .ctx.fill();
this .ctx.closePath();
item.x += item.dx;
item.y += item.dy;
if (
// 碰到左右墙壁
item.x - item.r < 0 ||
item.x + item.r > this .clientWidth
) {
item.dx = -item.dx;
}
if (
// 碰到上下墙壁
item.y - item.r < 0 ||
item.y + item.r > this .clientHeight
) {
item.dy = -item.dy;
}
});
},
getRandomColor() {
return randomColor[Math.floor(Math.random() * randomColor.length)];
},
getRandomArbitrary(min, max) {
return Math.random() * (max - min) + min;
},
getCurshBreaks() {
let _this = this ;
this .breaks.forEach(item => {
if (item.show) {
item.show = false ;
for (let i = 0; i < 8; i++) {
this .crushBalls.push({
x: item.x + this .breaksConfig.width / 2,
y: item.y + this .breaksConfig.height / 2,
dx: _this.getRandomArbitrary(-6, 6),
dy: _this.getRandomArbitrary(-6, 6),
r: _this.getRandomArbitrary(1, 4),
color: _this.getRandomColor()
});
}
}
});
},
drawBall() {
this .ctx.beginPath();
this .ctx.arc( this .ball.x, this .ball.y, this .ball.r, 0, 2 * Math.PI);
this .ctx.fillStyle = "#008b8b" ;
this .ctx.fill();
this .ctx.closePath();
},
drawPannel() {
this .drawRoundRect(
this .pannel.x,
this .pannel.y,
this .pannel.width,
this .pannel.height,
5
);
},
drawRoundRect(x, y, width, height, radius) {
this .ctx.beginPath();
this .ctx.arc(x + radius, y + radius, radius, Math.PI, (Math.PI * 3) / 2);
this .ctx.lineTo(width - radius + x, y);
this .ctx.arc(
width - radius + x,
radius + y,
radius,
(Math.PI * 3) / 2,
Math.PI * 2
);
this .ctx.lineTo(width + x, height + y - radius);
this .ctx.arc(
width - radius + x,
height - radius + y,
radius,
0,
(Math.PI * 1) / 2
);
this .ctx.lineTo(radius + x, height + y);
this .ctx.arc(
radius + x,
height - radius + y,
radius,
(Math.PI * 1) / 2,
Math.PI
);
this .ctx.fillStyle = "#008b8b" ;
this .ctx.fill();
this .ctx.closePath();
},
drawBreaks() {
let _this = this ;
_this.breaks.forEach(item => {
if (item.show) {
_this.drawRoundRect(
item.x,
item.y,
_this.breaksConfig.width,
_this.breaksConfig.height,
_this.breaksConfig.radius
);
}
});
}
}
};
</script>
<!-- Add "scoped" attribute to limit CSS to this component only -->
<style scoped lang= "scss" >
. break -ball {
width: 900px;
height: 600px;
position: relative;
#breakBall {
background: #2a4546;
}
.container {
position: absolute;
top: 0;
right: 0;
bottom: 0;
left: 0;
background-color: rgba(0, 0, 0, 0.3);
text-align: center;
font-size: 0;
white-space: nowrap;
overflow: auto;
}
.container:after {
content: "" ;
display: inline-block;
height: 100%;
vertical-align: middle;
}
.dialog {
width: 400px;
height: 300px;
background: rgba(255, 255, 255, 0.5);
box-shadow: 3px 3px 6px 3px rgba(0, 0, 0, 0.3);
display: inline-block;
vertical-align: middle;
text-align: left;
font-size: 28px;
color: #fff;
font-weight: 600;
border-radius: 10px;
white-space: normal;
text-align: center;
.once-again-btn {
background: #1f9a9a;
border: none;
color: #fff;
}
}
}
</style>
|
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原文链接:https://blog.csdn.net/denglouhen/article/details/115487802