8月份激流勇进
没有多余的注释,代码非常精简,可以在评论区互相交流,也可以私信博主。
球球的弹力、重力等都已标注清晰,必要的注释也已补齐,地图密码如下:
如果关注栏还有空间的话,留一个给我吧!博主精通各种动画,无论哄男孩子还是哄女孩子,关注我就够了。
①通道 | 球体可自由通过,不受任何限制 |
---|---|
②墙壁 | 移动受阻,行动壁垒 |
③水 | 减速,可在水中游动 |
④气流 | 默认向上,按 ↑ 可顺气流飞起 |
⑤弹簧 | 落在弹簧上,可增大弹力 |
⑥泥 | 阻碍移动,无法叠加弹力 |
⑦皮肤 | 像变色龙一样,有(透明)色 |
⑧终点 | 触摸通关 |
⑨岩浆 | 触摸死亡 |
⑩特殊墙壁 | 能阻碍移动,能转换为通道 |
⑪机关 | 打开所有的10,将其转换为1 |
⑫其它数字 | 占位符,除颜色外不具备任何功能 |
球球每一次下落之后都有一次叠加弹力的机会,直到弹力叠满,弹簧可突破弹力限制。
在游戏过程中,可以按住 ↑ 观察球球上升高度的变化。
每一个关卡我都反复尝试,确认没有bug存在,如有疑问,请在文章底部留言。
这是一段完整的脚本语言,没有任何的删改,复制即玩,没有插入脚本,注释也十分详细,可以保存到桌面上,仔细研读
如果当真不会,点我
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<meta charset="utf-8">
<title>Canvas激流勇进</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>使用键盘方向键(上、左、右)控制移动</p>
<script> var map = { tile_size: 16, 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'} ], data: [ [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, 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, 2, 2, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 11, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 2], [2, 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, 2, 2, 10, 2], [2, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 1, 7, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 10, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 10, 10, 10,10,10,10,10,10, 2, 2, 2, 2, 0, 2, 1, 1, 1, 2, 2, 2, 2, 3, 3, 2, 1, 1], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 10, 2, 2, 2, 2, 0, 2, 1, 1, 1, 1, 1, 1, 2, 3, 3, 2, 2, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 10, 10, 10, 10, 10, 10, 10, 10, 2, 2, 0, 0, 0, 2, 1, 2, 2, 2, 2, 1, 6, 6, 6, 2, 9, 9, 9, 9, 9], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 10, 10, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 9], [2, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 10, 10, 10, 10, 10, 10, 10, 10, 10, 2, 0, 0, 0, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 9], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 10, 2, 2, 10, 10, 10, 10, 10, 0, 0, 0, 0, 2, 2, 2, 2, 4, 2, 2, 1, 1, 1, 2, 0, 0, 0, 0, 9], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 10, 2, 2, 2,10, 10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 2, 1, 1, 1, 2, 2, 2, 0, 0, 9, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 10, 2, 2, 2, 2, 10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 2, 1, 1, 1, 1, 1, 2, 0, 0, 9, 0], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 10, 10, 2, 2, 2, 2, 2, 2, 2, 0, 0, 2, 0, 2, 0, 0, 2, 4, 2, 2, 4, 2, 2, 2, 1, 2, 4, 1, 9, 0], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 10, 2, 2, 2, 2, 2, 2, 2, 2, 9, 9, 2, 1, 2, 9, 9, 2, 4, 2, 2, 4, 2, 1, 1, 1, 2, 4, 1, 9, 0], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 10, 2, 2, 2, 2, 2, 2, 2, 2, 9, 9, 2, 1, 2, 9, 9, 2, 4, 2, 2, 4, 2, 1, 2, 2, 2, 4, 1, 9, 0], 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[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 2, 0, 0, 0, 2, 4, 2, 1, 2, 0, 0, 0, 0], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 4, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 1, 2, 3, 3, 3, 3, 2, 9, 9, 9, 9, 9, 9, 9, 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, 3, 3, 3, 3, 2, 9, 9, 9, 9, 9, 9, 9, 2, 9], [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, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9], [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, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 9], [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, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 9], [2, 1, 2, 2, 2, 1, 1, 1, 1, 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2, 4, 2, 0, 0, 0, 0, 2, 9, 9, 9, 9], [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, 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] ], gravity: { x: 0, y: 0.3 }, vel_limit: { x: 2, y: 16 }, movement_speed: { jump: 6, left: 0.3, right: 0.3 }, player: { x: 2, y: 2, colour: '#FF9900' }, scripts: { change_colour: 'game.player.colour = "#"+(Math.random()*0xFFFFFF<<0).toString(16);', 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";' } }; 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) { 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; 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) { 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; 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); }; 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); 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>
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作者忍不住发的牢骚,建议跳过
抱歉了大家,本该八月底拿出来的游戏拖到了现在,每天伏案在电脑前,有时也会茫然无措。
也许是曾经自由惯了,如今的巨大压让我有些透不过气。
我这个年龄本该像多数人一样享受生活,每天吃喝玩乐,周末聚餐,在阳光明媚的日子里开怀大笑,和朋友一起放荡不羁。
通讯录里只剩自己,许久没写的日记,扫视着年少的记忆,如今却各奔东西。
从我的第一篇博文开始,代码一直都是开源,从未发表过付费文章,能唤醒大家对前端的向往,才是我热烈的期望。
我曾在“ 河南奇酷网络有限公司 ”进行过为期不短的培训,工作以后越发觉得获益良多,每每拿着高薪,无不感念老师们对我的悉心栽培,虽受疫情影响生源不如以往,但教学质量却稳步增长。从UI、前端到python、人工智能,求学者络绎不绝,高薪就业者不可枚举。在互联网高速发展的今天,大多数行业都转向互联网方向。希望这样一家企业,可以帮助迷茫的你,来这里听一听互联网的发展趋势和市场需求,再做定夺。