<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title></title>
</head>
<body>
<canvas id="canvas" height="400" width="600" style="background: #333;"></canvas>
<script type="text/javascript">
var game = {
canvas: document.getElementById("canvas"),
ctx: document.getElementById("canvas").getContext("2d"),
cellCount: 9,
cellWidth: 30,
lineCount: 5,
mode: 7,
actions: {},
play: function (name, action, interval) {
var me = this;
this.actions[name] = setInterval(function () {
action();
me.draw();
}, interval || 50);
},
stop: function (name) {
clearInterval(this.actions[name]);
this.draw();
},
colors: ["red", "#039518", "#ff00dc", "#ff6a00", "gray", "#0094ff", "#d2ce00"],
start: function () {
this.map.init();
this.ready.init();
this.draw();
this.canvas.onclick = this.onclick;
},
over: function () {
alert("GAME OVER");
this.onclick = function () {
return false;
};
},
draw: function () {
this.ctx.clearRect(0, 0, 400, 600);
this.ctx.save();
this.map.draw();
this.ready.draw();
this.score.draw();
this.ctx.restore();
},
clicked: null,
isMoving: function () {
return this.ready.isMoving || this.map.isMoving;
},
onclick: function (e) {
if (game.isMoving()) {
return;
}
var px = (e.offsetX || (e.clientX - game.canvas.offsetLeft)) - game.map.startX;
var py = (e.offsetY || (e.clientY - game.canvas.offsetTop)) - game.map.startY;
if (px < 0 || py < 0 || px > game.map.width || py > game.map.height) {
return;
}
var x = parseInt(px / game.cellWidth);
var y = parseInt(py / game.cellWidth);
var bubble = game.map.getBubble(x, y);
if (bubble.color) {
if (this.clicked) {
//同一个泡不做反映
if (this.clicked.x == x && this.clicked.y == y) {
return;
}
this.clicked.stop();
}
this.clicked = bubble;
bubble.play();
}
else {
if (this.clicked) {
this.clicked.stop();
//移动clicked
game.map.move(this.clicked, bubble);
}
}
//console.log("x:" + x + " y:" + y);
},
getRandom: function (max) {
return parseInt(Math.random() * 1000000 % (max));
},
};
game.score = {
basic: 0,
operate: 0,
star1: 0,
star2: 0,
boom: 0,
draw: function () {
var startX = game.cellWidth * 10 + game.map.startX;
var startY = game.map.startY;
var ctx = game.ctx;
ctx.save();
ctx.translate(startX, startY);
ctx.clearRect(0, 0, 150, 400);
ctx.strokeStyle = "#456";
//ctx.strokeRect(0, 0, 150, 200);
ctx.font = "24px 微软雅黑";
ctx.fillStyle = "#fefefe";
ctx.fillText("score:" + (this.basic * 5 + this.star1 * 8 + this.star2 * 10 + this.boom * 20), 0, 30);
ctx.stroke();
ctx.restore();
},
addScore: function (length) {
switch (length) {
case 5:
this.basic++;
break;
case 6:
this.star1++;
break;
case 7:
this.star2++;
break;
default:
this.boom++;
break;
}
this.draw();
console.log(this.score);
},
};
game.ready = {
startX: 40.5,
startY: 20.5,
game.cellWidth * 3,
height: game.cellWidth,
bubbles: [],
init: function () {
this.genrate();
var me = this;
me.flyin();
},
genrate: function () {
for (var i = 0; i < 3; i++) {
var color = game.colors[game.getRandom(game.mode)];
this.bubbles.push(new Bubble(i, 0, color));
}
//console.log(this.bubbles);
},
draw: function () {
var ctx = game.ctx;
ctx.save();
ctx.translate(this.startX, this.startY);
ctx.beginPath();
ctx.strokeStyle = "#555";
ctx.strokeRect(0, 0, this.width, this.height);
ctx.stroke();
//绘制准备的泡
this.bubbles.forEach(function (bubble) {
bubble.draw();
});
ctx.restore();
},
isMoving: false,
flyin: function () {
var emptys = game.map.getEmptyBubbles();
if (emptys.length < 3) {
//GAME OVER
game.over();
return;
}
var me = this;
var status = [0, 0, 0];
game.play("flyin", function () {
if (status[0] && status[1] && status[2]) {
game.stop("flyin");
me.isMoving = false;
status = [0, 0, 0];
me.bubbles = [];
me.genrate();
return;
}
me.isMoving = true;
for (var i = 0; i < me.bubbles.length; i++) {
if (status[i]) {
continue;
}
var target = emptys[i];
var x2 = target.px + game.map.startX - me.startX;
var y2 = target.py + game.map.startY - me.startY;
var current = me.bubbles[i];
var step = 2;
if (current.px < x2) {
current.py = ((y2 - current.py) / (x2 - current.px)) * step + current.py;
current.px += step;
if (current.px > x2) {
current.px = x2;
}
}
else if (current.px > x2) {
current.py = ((y2 - current.py) / (current.px - x2)) * step + current.py;
current.px -= step;
if (current.px < x2) {
current.px = x2;
}
}
else {
current.py += step;
}
if (current.py > y2) {
current.py = y2;
}
if (current.px == x2 && current.py == y2) {
status[i] = 1;
current.x = target.x;
current.y = target.y;
game.map.addBubble(current);
game.map.clearLine(current.x, current.y, current.color, false);
}
}
}, 10);
}
};
game.map = {
startX: 40.5,
startY: 60.5,
game.cellCount * game.cellWidth,
height: game.cellCount * game.cellWidth,
bubbles: [],
init: function () {
for (var i = 0; i < game.cellCount; i++) {
var row = [];
for (var j = 0; j < game.cellCount; j++) {
row.push(new Bubble(j, i, null));
}
this.bubbles.push(row);
}
},
clearLine: function (x1, y1, color, isClick) {
if (this.isEmpty(x1, y1)) {
if (isClick) game.ready.flyin();
return;
};
//给定一个坐标,看是否有满足的line可以被消除
//4根线 一 | / \
//横线
var current = this.getBubble(x1, y1);
if (!current.color) {
console.log(current);
}
var arr1, arr2, arr3, arr4;
arr1 = this.bubbles[y1];
arr2 = [];
for (var y = 0; y < game.cellCount; y++)
arr2.push(this.getBubble(x1, y));
arr3 = [current];
arr4 = [current];
for (var i = 1; i < game.cellCount ; i++) {
if (x1 - i >= 0 && y1 - i >= 0)
arr3.unshift(this.getBubble(x1 - i, y1 - i));
if (x1 + i < game.cellCount && y1 + i < game.cellCount)
arr3.push(this.getBubble(x1 + i, y1 + i));
if (x1 - i >= 0 && y1 + i < game.cellCount)
arr4.push(this.getBubble(x1 - i, y1 + i));
if (x1 + i < game.cellCount && y1 - i >= 0)
arr4.unshift(this.getBubble(x1 + i, y1 - i));
}
var line1 = getLine(arr1);
var line2 = getLine(arr2);
var line3 = getLine(arr3);
var line4 = getLine(arr4);
var line = line1.concat(line2).concat(line3).concat(line4);
if (line.length < 5) {
if (isClick) game.ready.flyin();
return;
}
else {
var me = this;
var i = 0;
game.play("clearline", function () {
if (i == line.length) {
game.score.addScore(line.length);
game.stop("clearline");
me.isMoving = false;
//game.ready.flyin();
return;
}
me.isMoving = true;
var p = line[i];
me.setBubble(p.x, p.y, null);
i++;
}, 100);
}
function getLine(bubbles) {
var line = [];
for (var i = 0; i < bubbles.length; i++) {
var b = bubbles[i];
if (b.color == color) {
line.push({ "x": b.x, "y": b.y });
}
else {
if (line.length < 5)
line = [];
else
return line;
}
}
if (line.length < 5)
return [];
return line;
}
},
draw: function () {
var ctx = game.ctx;
ctx.save();
ctx.translate(this.startX, this.startY);
ctx.beginPath();
for (var i = 0; i <= game.cellCount; i++) {
var p1 = i * game.cellWidth;;
ctx.moveTo(p1, 0);
ctx.lineTo(p1, this.height);
var p2 = i * game.cellWidth;
ctx.moveTo(0, p2);
ctx.lineTo(this.width, p2);
}
ctx.strokeStyle = "#555";
ctx.stroke();
//绘制子元素(所有在棋盘上的泡)
this.bubbles.forEach(function (row) {
row.forEach(function (bubble) {
bubble.draw();
});
});
ctx.restore();
},
isMoving: false,
move: function (bubble, target) {
var path = this.search(bubble.x, bubble.y, target.x, target.y);
if (!path) {
//显示不能移动s
alert("过不去");
return;
}
//map开始播放当前泡的移动效果
//两种实现方式,1、map按路径染色,最后达到目的地 2、map生成一个临时的bubble负责展示,到目的地后移除
//console.log(path);
var me = this;
var name = "move_" + bubble.x + "_" + bubble.y;
var i = path.length - 1;
var color = bubble.color;
game.play(name, function () {
if (i < 0) {
game.stop(name);
me.isMoving = false;
me.clearLine(target.x, target.y, color, true);
return;
}
me.isMoving = true;
path.forEach(function (cell) {
me.setBubble(cell.x, cell.y, null);
});
var currentCell = path[i];
me.setBubble(currentCell.x, currentCell.y, color);
i--;
}, 50);
},
search: function (x1, y1, x2, y2) {
var history = [];
var goalCell = null;
var me = this;
getCell(x1, y1, null);
if (goalCell) {
var path = [];
var cell = goalCell;
while (cell) {
path.push({ "x": cell.x, "y": cell.y });
cell = cell.parent;
}
return path;
}
return null;
function getCell(x, y, parent) {
if (x >= me.bubbles.length || y >= me.bubbles.length)
return;
if (x != x1 && y != y2 && !me.isEmpty(x, y))
return;
for (var i = 0; i < history.length; i++) {
if (history[i].x == x && history[i].y == y)
return;
}
var cell = { "x": x, "y": y, child: [], "parent": parent };
history.push(cell);
if (cell.x == x2 && cell.y == y2) {
goalCell = cell;
return cell;
}
var child = [];
var left, top, right, buttom;
//最短路径的粗略判断就是首选目标位置的大致方向
if (x - 1 >= 0 && me.isEmpty(x - 1, y))
left = { "x": x - 1, "y": y };
if (x + 1 < me.bubbles.length && me.isEmpty(x + 1, y))
right = { "x": x + 1, "y": y };
if (y + 1 < me.bubbles.length && me.isEmpty(x, y + 1))
buttom = { "x": x, "y": y + 1 };
if (y - 1 >= 0 && me.isEmpty(x, y - 1))
top = { "x": x, "y": y - 1 };
if (x > x2) {
if (y > y2)
child = [left, top, right, buttom];
else if (y < y2)
child = [left, buttom, right, top];
else
child = [left, top, right, buttom];
}
else if (x < x2) {
if (y > y2)
child = [right, top, left, buttom];
else if (y < y2)
child = [right, buttom, left, top];
else
child = [right, top, left, buttom];
}
else if (x == x2) {
if (y > y2)
child = [top, left, right, buttom];
else if (y < y2)
child = [buttom, left, right, top];
}
for (var i = 0; i < child.length; i++) {
var c = child[i];
if (c) cell.child.push(getCell(c.x, c.y, cell));
}
return cell;
}
},
getEmptyBubbles: function () {
var empties = [];
this.bubbles.forEach(function (row) {
row.forEach(function (bubble) {
if (!bubble.color) {
empties.push(new Bubble(bubble.x, bubble.y));
}
});
});
if (empties.length <= 3) {
return [];
}
var result = [];
var useds = [];
for (var i = 0; i < empties.length; i++) {
if (result.length == 3) {
break;
}
var isUsed = false;
var ra = game.getRandom(empties.length);
for (var m = 0; m < useds.length; m++) {
isUsed = ra === useds[m];
if (isUsed) break;
}
if (!isUsed) {
result.push(empties[ra]);
useds.push(ra);
}
}
//console.log(useds);
return result;
},
addBubble: function (bubble) {
var thisBubble = this.getBubble(bubble.x, bubble.y);
thisBubble.color = bubble.color;
},
setBubble: function (x, y, color) {
this.getBubble(x, y).color = color;
},
getBubble: function (x, y) {
if (x < 0 || y < 0 || x > game.cellCount || y > game.cellCount) return null;
return this.bubbles[y][x];
},
isEmpty: function (x, y) {
var bubble = this.getBubble(x, y);
return !bubble.color;
},
};
var Cell = function (x, y) {
this.x = x;
this.y = y;
}
var Bubble = function (x, y, color) {
this.x = x;
this.y = y;
this.px = game.cellWidth * (this.x + 1) - game.cellWidth / 2;
this.py = game.cellWidth * (this.y + 1) - game.cellWidth / 2;
this.color = color;
this.light = 10;
};
Bubble.prototype.draw = function () {
if (!this.color) {
return;
}
var ctx = game.ctx;
ctx.beginPath();
//console.log("x:" + px + "y:" + py);
var gradient = ctx.createRadialGradient(this.px - 5, this.py - 5, 0, this.px, this.py, this.light);
gradient.addColorStop(0, "white");
gradient.addColorStop(1, this.color);
ctx.arc(this.px, this.py, 11, 0, Math.PI * 2);
ctx.strokeStyle = this.color;
ctx.fillStyle = gradient;
ctx.fill();
ctx.stroke();
};
Bubble.prototype.play = function () {
var me = this;
var isUp = true;
game.play("light_" + this.x + "_" + this.y, function () {
if (isUp) {
me.light += 3;
}
if (!isUp) {
me.light -= 3;
}
if (me.light >= 30) {
isUp = false;
}
if (me.light <= 10) {
isUp = true;
}
}, 50);
};
Bubble.prototype.stop = function () {
//this.light = 10;
var me = this;
game.stop("light_" + this.x + "_" + this.y);
game.play("restore_" + this.x + "_" + this.y, function () {
if (me.light > 10) {
me.light--;
}
else {
me.light = 10;
game.stop("restore_" + me.x + "_" + me.y);
}
}, 50);
};
game.start();
</script>
</body>
</html>