无意中找到的一个挺有意思的小游戏,关键是用h5写的,下面就分享给大家源码
还是先来看小游戏的截图
可以用键盘的三个键去控制它,然后通关
下面是源代码
<!doctype html> <html> <head> <meta charset="utf-8"> <title>无标题文档</title> <style> * { margin: 0; padding: 0; } body { background: #f2f2f2; } canvas { display:block; margin: 40px auto 20px; border: 1px solid #333; box-shadow: 0 0 16px 2px rgba(0,0,0,0.8); } p, a { font-family: Helvetica, Arial, sans-serif; font-size: 19px; color: #777; display: block; width: 400px; margin: 0 auto; text-align: center; text-decoration:none; } .info { margin:14px auto; text-align: justify; font-size: 18px; color: #999; } a { color:#3377ee; } </style> </head> <body> <canvas id="canvas"></canvas> <p>使用左键、右键和上箭头键移动。</p> <script> /* Customisable map data */ var map = { tile_size: 16, /* Key vairables: id [required] - an integer that corresponds with a tile in the data array. colour [required] - any javascript compatible colour variable. solid [optional] - whether the tile is solid or not, defaults to false. bounce [optional] - how much velocity is preserved upon hitting the tile, 0.5 is half. jump [optional] - whether the player can jump while over the tile, defaults to false. friction [optional] - friction of the tile, must have X and Y values (e.g {x:0.5, y:0.5}). gravity [optional] - gravity of the tile, must have X and Y values (e.g {x:0.5, y:0.5}). fore [optional] - whether the tile is drawn in front of the player, defaults to false. script [optional] - refers to a script in the scripts section, executed if it is touched. */ keys: [ {id: 0, colour: '#333', solid: 0}, {id: 1, colour: '#888', solid: 0}, {id: 2,colour: '#555',solid: 1,bounce: 0.35}, {id: 3,colour: 'rgba(121, 220, 242, 0.4)',friction: {x: 0.9,y: 0.9},gravity: {x: 0,y: 0.1},jump: 1,fore: 1}, {id: 4,colour: '#777',jump: 1}, {id: 5,colour: '#E373FA',solid: 1,bounce: 1.1}, {id: 6,colour: '#666',solid: 1,bounce: 0}, {id: 7,colour: '#73C6FA',solid: 0,script: 'change_colour'}, {id: 8,colour: '#FADF73',solid: 0,script: 'next_level'}, {id: 9,colour: '#C93232',solid: 0,script: 'death'}, {id: 10,colour: '#555',solid: 1}, {id: 11,colour: '#0FF',solid: 0,script: 'unlock'} ], /* An array representing the map tiles. Each number corresponds to a key */ data: [ [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 6, 6, 6, 6, 6, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 1, 1, 1, 1, 1, 2, 2, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 7, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 4, 2, 2, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2, 2, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2], [2, 1, 2, 2, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2], [2, 1, 2, 2, 2, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2], [2, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 8, 1, 1, 1, 2], [2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2], [2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 9, 9, 9, 2, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 11, 2, 2, 2, 2, 4, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 10, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 2, 2, 2, 2, 2, 2, 2], [2, 6, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 1, 1, 1, 1, 1, 1, 2], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2], [2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 6, 6, 2, 2, 2, 2, 2, 2, 6, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 2, 5, 5, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 5, 5, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2] ], /* Default gravity of the map */ gravity: { x: 0, y: 0.3 }, /* Velocity limits */ vel_limit: { x: 2, y: 16 }, /* Movement speed when the key is pressed */ movement_speed: { jump: 6, left: 0.3, right: 0.3 }, /* The coordinates at which the player spawns and the colour of the player */ player: { x: 2, y: 2, colour: '#FF9900' }, /* scripts refered to by the "script" variable in the tile keys */ scripts: { /* you can just use "this" instead of your engine variable ("game"), but Codepen doesn't like it */ change_colour: 'game.player.colour = "#"+(Math.random()*0xFFFFFF<<0).toString(16);', /* you could load a new map variable here */ next_level: 'alert("Yay! You won! Reloading map.");game.load_map(map);', death: 'alert("You died!");game.load_map(map);', unlock: 'game.current_map.keys[10].solid = 0;game.current_map.keys[10].colour = "#888";' } }; /* Clarity engine */ var Clarity = function () { this.alert_errors = false; this.log_info = true; this.tile_size = 16; this.limit_viewport = false; this.jump_switch = 0; this.viewport = { x: 200, y: 200 }; this.camera = { x: 0, y: 0 }; this.key = { left: false, right: false, up: false }; this.player = { loc: { x: 0, y: 0 }, vel: { x: 0, y: 0 }, can_jump: true }; window.onkeydown = this.keydown.bind(this); window.onkeyup = this.keyup.bind(this); }; Clarity.prototype.error = function (message) { if (this.alert_errors) alert(message); if (this.log_info) console.log(message); }; Clarity.prototype.log = function (message) { if (this.log_info) console.log(message); }; Clarity.prototype.set_viewport = function (x, y) { this.viewport.x = x; this.viewport.y = y; }; Clarity.prototype.keydown = function (e) { var _this = this; switch (e.keyCode) { case 37: _this.key.left = true; break; case 38: _this.key.up = true; break; case 39: _this.key.right = true; break; } }; Clarity.prototype.keyup = function (e) { var _this = this; switch (e.keyCode) { case 37: _this.key.left = false; break; case 38: _this.key.up = false; break; case 39: _this.key.right = false; break; } }; Clarity.prototype.load_map = function (map) { if (typeof map === 'undefined' || typeof map.data === 'undefined' || typeof map.keys === 'undefined') { this.error('Error: Invalid map data!'); return false; } this.current_map = map; this.current_map.background = map.background || '#333'; this.current_map.gravity = map.gravity || {x: 0, y: 0.3}; this.tile_size = map.tile_size || 16; var _this = this; this.current_map.width = 0; this.current_map.height = 0; map.keys.forEach(function (key) { map.data.forEach(function (row, y) { _this.current_map.height = Math.max(_this.current_map.height, y); row.forEach(function (tile, x) { _this.current_map.width = Math.max(_this.current_map.width, x); if (tile == key.id) _this.current_map.data[y][x] = key; }); }); }); this.current_map.width_p = this.current_map.width * this.tile_size; this.current_map.height_p = this.current_map.height * this.tile_size; this.player.loc.x = map.player.x * this.tile_size || 0; this.player.loc.y = map.player.y * this.tile_size || 0; this.player.colour = map.player.colour || '#000'; this.key.left = false; this.key.up = false; this.key.right = false; this.camera = { x: 0, y: 0 }; this.player.vel = { x: 0, y: 0 }; this.log('Successfully loaded map data.'); return true; }; Clarity.prototype.get_tile = function (x, y) { return (this.current_map.data[y] && this.current_map.data[y][x]) ? this.current_map.data[y][x] : 0; }; Clarity.prototype.draw_tile = function (x, y, tile, context) { if (!tile || !tile.colour) return; context.fillStyle = tile.colour; context.fillRect( x, y, this.tile_size, this.tile_size ); }; Clarity.prototype.draw_map = function (context, fore) { for (var y = 0; y < this.current_map.data.length; y++) { for (var x = 0; x < this.current_map.data[y].length; x++) { if ((!fore && !this.current_map.data[y][x].fore) || (fore && this.current_map.data[y][x].fore)) { var t_x = (x * this.tile_size) - this.camera.x; var t_y = (y * this.tile_size) - this.camera.y; if(t_x < -this.tile_size || t_y < -this.tile_size || t_x > this.viewport.x || t_y > this.viewport.y) continue; this.draw_tile( t_x, t_y, this.current_map.data[y][x], context ); } } } if (!fore) this.draw_map(context, true); }; Clarity.prototype.move_player = function () { var tX = this.player.loc.x + this.player.vel.x; var tY = this.player.loc.y + this.player.vel.y; var offset = Math.round((this.tile_size / 2) - 1); var tile = this.get_tile( Math.round(this.player.loc.x / this.tile_size), Math.round(this.player.loc.y / this.tile_size) ); if(tile.gravity) { this.player.vel.x += tile.gravity.x; this.player.vel.y += tile.gravity.y; } else { this.player.vel.x += this.current_map.gravity.x; this.player.vel.y += this.current_map.gravity.y; } if (tile.friction) { this.player.vel.x *= tile.friction.x; this.player.vel.y *= tile.friction.y; } var t_y_up = Math.floor(tY / this.tile_size); var t_y_down = Math.ceil(tY / this.tile_size); var y_near1 = Math.round((this.player.loc.y - offset) / this.tile_size); var y_near2 = Math.round((this.player.loc.y + offset) / this.tile_size); var t_x_left = Math.floor(tX / this.tile_size); var t_x_right = Math.ceil(tX / this.tile_size); var x_near1 = Math.round((this.player.loc.x - offset) / this.tile_size); var x_near2 = Math.round((this.player.loc.x + offset) / this.tile_size); var top1 = this.get_tile(x_near1, t_y_up); var top2 = this.get_tile(x_near2, t_y_up); var bottom1 = this.get_tile(x_near1, t_y_down); var bottom2 = this.get_tile(x_near2, t_y_down); var left1 = this.get_tile(t_x_left, y_near1); var left2 = this.get_tile(t_x_left, y_near2); var right1 = this.get_tile(t_x_right, y_near1); var right2 = this.get_tile(t_x_right, y_near2); if (tile.jump && this.jump_switch > 15) { this.player.can_jump = true; this.jump_switch = 0; } else this.jump_switch++; this.player.vel.x = Math.min(Math.max(this.player.vel.x, -this.current_map.vel_limit.x), this.current_map.vel_limit.x); this.player.vel.y = Math.min(Math.max(this.player.vel.y, -this.current_map.vel_limit.y), this.current_map.vel_limit.y); this.player.loc.x += this.player.vel.x; this.player.loc.y += this.player.vel.y; this.player.vel.x *= .9; if (left1.solid || left2.solid || right1.solid || right2.solid) { /* fix overlap */ while (this.get_tile(Math.floor(this.player.loc.x / this.tile_size), y_near1).solid || this.get_tile(Math.floor(this.player.loc.x / this.tile_size), y_near2).solid) this.player.loc.x += 0.1; while (this.get_tile(Math.ceil(this.player.loc.x / this.tile_size), y_near1).solid || this.get_tile(Math.ceil(this.player.loc.x / this.tile_size), y_near2).solid) this.player.loc.x -= 0.1; /* tile bounce */ var bounce = 0; if (left1.solid && left1.bounce > bounce) bounce = left1.bounce; if (left2.solid && left2.bounce > bounce) bounce = left2.bounce; if (right1.solid && right1.bounce > bounce) bounce = right1.bounce; if (right2.solid && right2.bounce > bounce) bounce = right2.bounce; this.player.vel.x *= -bounce || 0; } if (top1.solid || top2.solid || bottom1.solid || bottom2.solid) { /* fix overlap */ while (this.get_tile(x_near1, Math.floor(this.player.loc.y / this.tile_size)).solid || this.get_tile(x_near2, Math.floor(this.player.loc.y / this.tile_size)).solid) this.player.loc.y += 0.1; while (this.get_tile(x_near1, Math.ceil(this.player.loc.y / this.tile_size)).solid || this.get_tile(x_near2, Math.ceil(this.player.loc.y / this.tile_size)).solid) this.player.loc.y -= 0.1; /* tile bounce */ var bounce = 0; if (top1.solid && top1.bounce > bounce) bounce = top1.bounce; if (top2.solid && top2.bounce > bounce) bounce = top2.bounce; if (bottom1.solid && bottom1.bounce > bounce) bounce = bottom1.bounce; if (bottom2.solid && bottom2.bounce > bounce) bounce = bottom2.bounce; this.player.vel.y *= -bounce || 0; if ((bottom1.solid || bottom2.solid) && !tile.jump) { this.player.on_floor = true; this.player.can_jump = true; } } // adjust camera var c_x = Math.round(this.player.loc.x - this.viewport.x/2); var c_y = Math.round(this.player.loc.y - this.viewport.y/2); var x_dif = Math.abs(c_x - this.camera.x); var y_dif = Math.abs(c_y - this.camera.y); if(x_dif > 5) { var mag = Math.round(Math.max(1, x_dif * 0.1)); if(c_x != this.camera.x) { this.camera.x += c_x > this.camera.x ? mag : -mag; if(this.limit_viewport) { this.camera.x = Math.min( this.current_map.width_p - this.viewport.x + this.tile_size, this.camera.x ); this.camera.x = Math.max( 0, this.camera.x ); } } } if(y_dif > 5) { var mag = Math.round(Math.max(1, y_dif * 0.1)); if(c_y != this.camera.y) { this.camera.y += c_y > this.camera.y ? mag : -mag; if(this.limit_viewport) { this.camera.y = Math.min( this.current_map.height_p - this.viewport.y + this.tile_size, this.camera.y ); this.camera.y = Math.max( 0, this.camera.y ); } } } if(this.last_tile != tile.id && tile.script) { eval(this.current_map.scripts[tile.script]); } this.last_tile = tile.id; }; Clarity.prototype.update_player = function () { if (this.key.left) { if (this.player.vel.x > -this.current_map.vel_limit.x) this.player.vel.x -= this.current_map.movement_speed.left; } if (this.key.up) { if (this.player.can_jump && this.player.vel.y > -this.current_map.vel_limit.y) { this.player.vel.y -= this.current_map.movement_speed.jump; this.player.can_jump = false; } } if (this.key.right) { if (this.player.vel.x < this.current_map.vel_limit.x) this.player.vel.x += this.current_map.movement_speed.left; } this.move_player(); }; Clarity.prototype.draw_player = function (context) { context.fillStyle = this.player.colour; context.beginPath(); context.arc( this.player.loc.x + this.tile_size / 2 - this.camera.x, this.player.loc.y + this.tile_size / 2 - this.camera.y, this.tile_size / 2 - 1, 0, Math.PI * 2 ); context.fill(); }; Clarity.prototype.update = function () { this.update_player(); }; Clarity.prototype.draw = function (context) { this.draw_map(context, false); this.draw_player(context); }; /* Setup of the engine */ window.requestAnimFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { return window.setTimeout(callback, 1000 / 60); }; var canvas = document.getElementById('canvas'), ctx = canvas.getContext('2d'); canvas.width = 400; canvas.height = 400; var game = new Clarity(); game.set_viewport(canvas.width, canvas.height); game.load_map(map); /* Limit the viewport to the confines of the map */ game.limit_viewport = true; var Loop = function() { ctx.fillStyle = '#333'; ctx.fillRect(0, 0, canvas.width, canvas.height); game.update(); game.draw(ctx); window.requestAnimFrame(Loop); }; Loop(); </script> </body> </html>
感兴趣的也来试一下吧,不定时发布一些有意思的源代码,喜欢可以关注一下哟