HTML5推出也有很长一段时间了,一直没有学习过,闲来无事学习开发个游戏吧。 用javascript+canvas编写一个 五彩连珠的游戏。
Canvas 画布
标签<canvas id="canvas" ></canvas>,很简单和普通的tag没区别。 关键在于js对他的操作。先看个示例代码:
<canvas id="canvas" height="100" width="100"></canvas> <script> var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); ctx.beginPath(); ctx.moveTo(50,10); ctx.lineTo(50,90); ctx.moveTo(10,50); ctx.lineTo(90,50); ctx.strokeStyle="red"; ctx.stroke(); </script>
你能看到想到我画的是什么吗? ctx是canvas的绘制的类型2D的,以后会支持3D,那木,目前基于canvas的绘制都是调用2d context的方法。所以要了解绘制各种图形,得先看看他的api。
interface CanvasRenderingContext2D { // back-reference to the canvas readonly attribute HTMLCanvasElement canvas; // state void save(); // push state on state stack void restore(); // pop state stack and restore state // transformations (default transform is the identity matrix) void scale(in double x, in double y); void rotate(in double angle); void translate(in double x, in double y); void transform(in double a, in double b, in double c, in double d, in double e, in double f); void setTransform(in double a, in double b, in double c, in double d, in double e, in double f); // compositing attribute double globalAlpha; // (default 1.0) attribute DOMString globalCompositeOperation; // (default source-over) // colors and styles attribute any strokeStyle; // (default black) attribute any fillStyle; // (default black) CanvasGradient createLinearGradient(in double x0, in double y0, in double x1, in double y1); CanvasGradient createRadialGradient(in double x0, in double y0, in double r0, in double x1, in double y1, in double r1); CanvasPattern createPattern(in HTMLImageElement image, in DOMString repetition); CanvasPattern createPattern(in HTMLCanvasElement image, in DOMString repetition); CanvasPattern createPattern(in HTMLVideoElement image, in DOMString repetition); // line caps/joins attribute double lineWidth; // (default 1) attribute DOMString lineCap; // "butt", "round", "square" (default "butt") attribute DOMString lineJoin; // "round", "bevel", "miter" (default "miter") attribute double miterLimit; // (default 10) // shadows attribute double shadowOffsetX; // (default 0) attribute double shadowOffsetY; // (default 0) attribute double shadowBlur; // (default 0) attribute DOMString shadowColor; // (default transparent black) // rects void clearRect(in double x, in double y, in double w, in double h); void fillRect(in double x, in double y, in double w, in double h); void strokeRect(in double x, in double y, in double w, in double h); // path API void beginPath(); void closePath(); void moveTo(in double x, in double y); void lineTo(in double x, in double y); void quadraticCurveTo(in double cpx, in double cpy, in double x, in double y); void bezierCurveTo(in double cp1x, in double cp1y, in double cp2x, in double cp2y, in double x, in double y); void arcTo(in double x1, in double y1, in double x2, in double y2, in double radius); void rect(in double x, in double y, in double w, in double h); void arc(in double x, in double y, in double radius, in double startAngle, in double endAngle, in optional boolean anticlockwise); void fill(); void stroke(); void clip(); boolean isPointInPath(in double x, in double y); // Focus management boolean drawFocusRing(in Element element, in optional boolean canDrawCustom); // Caret and selection management long caretBlinkRate(); boolean setCaretSelectionRect(in Element element, in double x, in double y, in double w, in double h); // text attribute DOMString font; // (default 10px sans-serif) attribute DOMString textAlign; // "start", "end", "left", "right", "center" (default: "start") attribute DOMString textBaseline; // "top", "hanging", "middle", "alphabetic", "ideographic", "bottom" (default: "alphabetic") void fillText(in DOMString text, in double x, in double y, in optional double maxWidth); void strokeText(in DOMString text, in double x, in double y, in optional double maxWidth); TextMetrics measureText(in DOMString text); // drawing images void drawImage(in HTMLImageElement image, in double dx, in double dy, in optional double dw, in double dh); void drawImage(in HTMLImageElement image, in double sx, in double sy, in double sw, in double sh, in double dx, in double dy, in double dw, in double dh); void drawImage(in HTMLCanvasElement image, in double dx, in double dy, in optional double dw, in double dh); void drawImage(in HTMLCanvasElement image, in double sx, in double sy, in double sw, in double sh, in double dx, in double dy, in double dw, in double dh); void drawImage(in HTMLVideoElement image, in double dx, in double dy, in optional double dw, in double dh); void drawImage(in HTMLVideoElement image, in double sx, in double sy, in double sw, in double sh, in double dx, in double dy, in double dw, in double dh); // pixel manipulation ImageData createImageData(in double sw, in double sh); ImageData createImageData(in ImageData imagedata); ImageData getImageData(in double sx, in double sy, in double sw, in double sh); void putImageData(in ImageData imagedata, in double dx, in double dy, in optional double dirtyX, in double dirtyY, in double dirtyWidth, in double dirtyHeight); }; interface CanvasGradient { // opaque object void addColorStop(in double offset, in DOMString color); }; interface CanvasPattern { // opaque object }; interface TextMetrics { readonly attribute double width; }; interface ImageData { readonly attribute unsigned long width; readonly attribute unsigned long height; readonly attribute CanvasPixelArray data; }; interface CanvasPixelArray { readonly attribute unsigned long length; getter octet (in unsigned long index); setter void (in unsigned long index, in octet value); };
上面的内容是我粘贴的官方的,一目了然。
既然我们知道了lineTo和moveTo的功能,那么我们先把游戏的格子棋盘先画出来:
<canvas id="canvas" height="600" width="780" style="border:solid 1px #369;background:#333"></canvas> <script> var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); drawMap(); function drawMap() { var start = 10; ctx.beginPath(); var cell = 30; var max = cell * 9 + start; //ctx.strokeRect(10,10,max,max); ctx.moveTo(start,start); for(var i = 0;i <= 9 ;i++){ var p = i * cell + start + 0.5; ctx.lineTo(p,max); ctx.moveTo(p+cell,start); } for(var i = 0;i <= 9 ;i++){ var p = i * cell + start + 0.5; ctx.moveTo(start,p); ctx.lineTo(max,p); } ctx.strokeStyle="#567"; ctx.stroke(); } </script>
从运行效果可以看到我们的棋盘是从10像素的位置开始画的,画了个9*9格子的五彩连珠棋盘。
今天入门就到这里,下一节讲怎么画一个球。。。