• h5小球走迷宫小游戏源码


    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

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  • 原文地址:https://www.cnblogs.com/qishuang/p/7212292.html
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