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VUE+Canvas 实现桌面弹球消砖块小游戏的示例代码

时间2024-02-01 10:03:03发布访客分类JavaScript浏览1249
导读:收集整理的这篇文章主要介绍了VUE+Canvas 实现桌面弹球消砖块小游戏的示例代码,觉得挺不错的,现在分享给大家,也给大家做个参考。 大家都玩过弹球消砖块游戏,左右键控制最底端的一个小...
收集整理的这篇文章主要介绍了VUE+Canvas 实现桌面弹球消砖块小游戏的示例代码,觉得挺不错的,现在分享给大家,也给大家做个参考。

大家都玩过弹球消砖块游戏,左右键控制最底端的一个小木板平移,接住掉落的小球,将球弹起后消除画面上方的一堆砖块。

那么用VUE+Canvas如何来实现呢?实现思路很简单,首先来拆分一下要画在画布上的内容:

(1)用键盘左右按键控制平移的木板;

(2)在画布内四处弹跳的小球;

(3)固定在画面上方,并且被球碰撞后就消失的一堆砖块。

将上述三种对象,用requestAnimationFrame()函数平移运动起来,再结合各种碰撞检查,就可以得到最终的结果。

先看看最终的效果:

一、左右平移的木板

最底部的木板是最简单的一部分,因为木板的y坐标是固定的,我们设置木板的初始参数,包括其宽度,高度,平移速度等,然后实现画木板的函数:

pannel: {
        x: 0,        y: 0,        height: 8,        width: 100,        sPEed: 8,        dx: 0}
, .... drawPannel() {
          this.drawRoundRect(        this.pannel.x,        this.pannel.y,        this.pannel.width,        this.pannel.height,        5      );
}
,drawRoundRect(x, y, width, height, radius) {
     // 画圆角矩形      this.ctx.beginPath();
          this.ctx.arc(x + radius, y + radius, radius, Math.PI, (Math.PI * 3) / 2);
          this.ctx.lineto(width - radius + x, y);
          this.ctx.arc(        width - radius + x,        radius + y,        radius,        (Math.PI * 3) / 2,        Math.PI * 2      );
          this.ctx.lineTo(width + x, height + y - radius);
          this.ctx.arc(        width - radius + x,        height - radius + y,        radius,        0,        (Math.PI * 1) / 2      );
          this.ctx.lineTo(radius + x, height + y);
          this.ctx.arc(        radius + x,        height - radius + y,        radius,        (Math.PI * 1) / 2,        Math.PI      );
          this.ctx.fillStyle = "#008b8b";
          this.ctx.fill();
          this.ctx.closePath();
}
    

程序初始化的时候,监听键盘的左右方向键,来移动木板,通过长度判断是否移动到了左右边界使其不能继续移出画面:

document.onkeydown = function(e) {
          let key = window.event.keyCode;
      if (key === 37) {
            // 左键        _this.pannel.dx = -_this.pannel.speed;
      }
 else if (key === 39) {
            // 右键        _this.pannel.dx = _this.pannel.speed;
      }
}
    ;
document.onkeyup = function(e) {
          _this.pannel.dx = 0;
}
    ;
....  movePannel() {
          this.pannel.x += this.pannel.dx;
          if (this.pannel.x >
 this.clientWidth - this.pannel.width) {
            this.pannel.x = this.clientWidth - this.pannel.width;
      }
 else if (this.pannel.x  0) {
            this.pannel.x = 0;
      }
}
    ,

二、弹跳的小球和碰撞检测

小球的运动和木板类似,只是不仅有dx的偏移,还有dy的偏移。

而且还要有碰撞检测:

(1)当碰撞的是上、右、左墙壁以及木板上的时候则反弹;

(2)当碰撞到是木板以外的下边界的时候,则输掉游戏;

(3)当碰撞的是砖块的时候,被碰的砖块消失,分数+1,小球反弹。

于是和木板一样,将小球部分分为画小球函数drawBall()和小球运动函数moveBall():

drawBall() {
          this.ctx.beginPath();
          this.ctx.arc(this.ball.x, this.ball.y, this.ball.r, 0, 2 * Math.PI);
          this.ctx.fillStyle = "#008b8b";
          this.ctx.fill();
          this.ctx.closePath();
}
,moveBall() {
          this.ball.x += this.ball.dx;
          this.ball.y += this.ball.dy;
          this.breaksHandle();
          this.EdgeHandle();
}
,breaksHandle() {
          // 触碰砖块检测      this.breaks.foreach(ITem =>
 {
        if (item.show) {
              if (            this.ball.x + this.ball.r >
     item.x &
    &
                this.ball.x - this.ball.r  item.x + this.breaksconfig.width &
    &
                this.ball.y + this.ball.r >
     item.y &
    &
            this.ball.y - this.ball.r  item.y + this.breaksConfig.height          ) {
                item.show = false;
                this.ball.dy *= -1;
                this.score ++ ;
            if(this.showBreaksCount === 0){
                  this.gameOver = true;
            }
          }
        }
      }
    );
}
,edgeHandle() {
      // 边缘检测      // 碰到顶部反弹      if (this.ball.y - this.ball.r  0) {
            this.ball.dy = -this.ball.dy;
      }
          if (        // 碰到左右墙壁        this.ball.x - this.ball.r  0 ||        this.ball.x + this.ball.r >
 this.clientWidth      ) {
            this.ball.dx = -this.ball.dx;
      }
          if (        this.ball.x >
    = this.pannel.x &
    &
            this.ball.x = this.pannel.x + this.pannel.width &
    &
            this.ball.y + this.ball.r >
= this.clientHeight - this.pannel.height      ) {
            // 球的x在板子范围内并触碰到了板子        this.ball.dy *= -1;
      }
     else if (        (this.ball.x  this.pannel.x ||          this.ball.x >
     this.pannel.x + this.pannel.width) &
    &
            this.ball.y + this.ball.r >
= this.clientHeight      ) {
            // 球碰到了底边缘了        this.gameOver = true;
            this.getCurshBreaks();
      }
}
    

三、砖块的生成

砖块的生成也比较简单,这里我们初始了一些数据:

breaksConfig: {
        row: 6, // 排数        height: 25, // 砖块高度        width: 130, // 砖块宽度        radius: 5, // 矩形圆角        space: 0, // 间距        colunm: 6 // 列数}
    

根据这些配置项以及画布宽度,我们可以计算出每个砖块的横向间隙是多少:

// 计算得出砖块缝隙宽度      this.breaksConfig.space = Math.floor(        (this.clientWidth -          this.breaksConfig.width * this.breaksConfig.colunm) /          (this.breaksConfig.colunm + 1)      );
    

于是我们可以得到每个砖块在画布中的x,y坐标(指的砖块左上角的坐标)

for (let i = 0;
     i  _this.breaksConfig.row;
 i++) {
            for (let j = 0;
     j  _this.breaksConfig.colunm;
 j++) {
          _this.breaks.push({
            x: this.breaksConfig.space * (j + 1) + this.breaksConfig.width * j,            y: 10 * (i + 1) + this.breaksConfig.height * i,            show: true          }
    );
        }
      }
    

再加上绘制砖块的函数:

drawBreaks() {
          let _this = this;
          _this.breaks.forEach(item =>
 {
        if (item.show) {
              _this.drawRoundRect(            item.x,            item.y,            _this.breaksConfig.width,            _this.breaksConfig.height,            _this.breaksConfig.radius          );
        }
      }
    );
}
    

四、让上面三个部分动起来

(function aniMLoop() {
      if (!_this.gameOver) {
            _this.movePannel();
            _this.moveBall();
            _this.drawAll();
      }
 else {
            _this.drawCrushBreaks();
      }
          window.requestAnimationFrame(animloop);
}
    )();
.... drawAll() {
          this.ctx.clearRect(0, 0, this.clientWidth, this.clientHeight);
          this.drawPannel();
          this.drawBall();
          this.drawScore();
          this.drawBreaks();
}
    

五、游戏结束后的效果

在最开始的动图里可以看到,游戏结束后,砖块粉碎成了若干的小球掉落,这个其实和画单独的小球类似,思路就是把剩余的砖块中心坐标处生产若干大小不等,运动轨迹不等,颜色不等的小球,然后继续动画。

getCurshBreaks() {
          let _this = this;
          this.breaks.forEach(item =>
 {
        if (item.show) {
              item.show = false;
              for (let i = 0;
     i  8;
 i++) {
 // 每个砖块粉碎为8个小球            this.crushBalls.push({
              x: item.x + this.breaksConfig.width / 2,              y: item.y + this.breaksConfig.height / 2,              dx: _this.getRandomArbitrary(-6, 6),              dy: _this.getRandomArbitrary(-6, 6),              r: _this.getRandomArbitrary(1, 4),              color: _this.getRandomColor()            }
    );
          }
        }
      }
    );
}
,drawCrushBreaks() {
          this.ctx.clearRect(0, 0, this.clientWidth, this.clientHeight);
          this.crushBalls.forEach(item =>
 {
            this.ctx.beginPath();
            this.ctx.arc(item.x, item.y, item.r, 0, 2 * Math.PI);
            this.ctx.fillStyle = item.color;
            this.ctx.fill();
            this.ctx.closePath();
            item.x += item.dx;
            item.y += item.dy;
            if (          // 碰到左右墙壁          item.x - item.r  0 ||          item.x + item.r >
 this.clientWidth        ) {
              item.dx = -item.dx;
        }
            if (          // 碰到上下墙壁          item.y - item.r  0 ||          item.y + item.r >
 this.clientHeight        ) {
              item.dy = -item.dy;
        }
      }
    );
}
    ,

以上就是桌面弹球消砖块小游戏的实现思路和部分代码,实现起来很简单,两三百行代码就可以实现这个小游戏。在小球的运动上可以进行持续优化,并且也可以增加难度选项操作。

最后附上全部的vue文件代码,供大家参考学习:

template>
      div class="break-ball">
        canvas id="breakBall" width="900" height="600">
    /canvas>
        div class="container" v-if="gameOver">
          div class="diaLOG">
            p class="once-again">
本轮分数:{
{
score}
}
    分/p>
            p class="once-again">
    真好玩!/p>
            p class="once-again">
    再来一次~~/p>
            el-button class="once-again-BTn" @click="init">
    开始/el-button>
          /div>
        /div>
      /div>
    /template>
     script>
    const randomColor = [  "#FF95CA",  "#00E3E3",  "#00E3E3",  "#6F00D2",  "#6F00D2",  "#C2C287",  "#ECFFFF",  "#FFDC35",  "#93FF93",  "#d0d0d0"];
export default {
  name: "BreakBall",  data() {
    return {
      clientWidth: 0,      clientHeight: 0,      ctx: null,      crushBalls: [],      pannel: {
        x: 0,        y: 0,        height: 8,        width: 100,        speed: 8,        dx: 0      }
,      ball: {
        x: 0,        y: 0,        r: 8,        dx: -4,        dy: -4      }
,      score: 0,      gameOver: false,      breaks: [],      breaksConfig: {
        row: 6, // 排数        height: 25, // 砖块高度        width: 130, // 砖块宽度        radius: 5, // 矩形圆角        space: 0, // 间距        colunm: 6 // 列数      }
    }
    ;
  }
,  mounted() {
        let _this = this;
        let container = document.getElementById("breakBall");
        this.ctx = container.getContext("2d");
        this.clientHeight = container.height;
        this.clientWidth = container.width;
        _this.init();
    document.onkeydown = function(e) {
          let key = window.event.keyCode;
      if (key === 37) {
            // 左键        _this.pannel.dx = -_this.pannel.speed;
      }
 else if (key === 39) {
            // 右键        _this.pannel.dx = _this.pannel.speed;
      }
    }
    ;
    document.onkeyup = function(e) {
          _this.pannel.dx = 0;
    }
    ;
    (function animloop() {
      if (!_this.gameOver) {
            _this.movePannel();
            _this.moveBall();
            _this.drawAll();
      }
 else {
            _this.drawCrushBreaks();
      }
          window.requestAnimationFrame(animloop);
    }
    )();
  }
,  computed:{
    showBreaksCount(){
          return this.breaks.filter(item=>
{
            return item.show;
      }
    ).length;
    }
  }
,  methods: {
    init() {
          let _this = this;
          _this.gameOver = false;
          this.pannel.y = this.clientHeight - this.pannel.height;
          this.pannel.x = this.clientWidth / 2 - this.pannel.width / 2;
          this.ball.y = this.clientHeight / 2;
          this.ball.x = this.clientWidth / 2;
          this.score = 0;
          this.ball.dx = [-1,1][Math.floor(Math.random() * 2)]*4;
          this.ball.dy = [-1,1][Math.floor(Math.random() * 2)]*4;
          this.crushBalls = [];
          this.breaks = [];
          // 计算得出砖块缝隙宽度      this.breaksConfig.space = Math.floor(        (this.clientWidth -          this.breaksConfig.width * this.breaksConfig.colunm) /          (this.breaksConfig.colunm + 1)      );
           for (let i = 0;
     i  _this.breaksConfig.row;
 i++) {
            for (let j = 0;
     j  _this.breaksConfig.colunm;
 j++) {
          _this.breaks.push({
            x: this.breaksConfig.space * (j + 1) + this.breaksConfig.width * j,            y: 10 * (i + 1) + this.breaksConfig.height * i,            show: true          }
    );
        }
      }
    }
,    drawAll() {
          this.ctx.clearRect(0, 0, this.clientWidth, this.clientHeight);
          this.drawPannel();
          this.drawBall();
          this.drawScore();
          this.drawBreaks();
    }
,    movePannel() {
          this.pannel.x += this.pannel.dx;
          if (this.pannel.x >
 this.clientWidth - this.pannel.width) {
            this.pannel.x = this.clientWidth - this.pannel.width;
      }
 else if (this.pannel.x  0) {
            this.pannel.x = 0;
      }
    }
,    moveBall() {
          this.ball.x += this.ball.dx;
          this.ball.y += this.ball.dy;
          this.breaksHandle();
          this.edgeHandle();
    }
,    breaksHandle() {
          // 触碰砖块检测      this.breaks.forEach(item =>
 {
        if (item.show) {
              if (            this.ball.x + this.ball.r >
     item.x &
    &
                this.ball.x - this.ball.r  item.x + this.breaksConfig.width &
    &
                this.ball.y + this.ball.r >
     item.y &
    &
            this.ball.y - this.ball.r  item.y + this.breaksConfig.height          ) {
                item.show = false;
                this.ball.dy *= -1;
                this.score ++ ;
            if(this.showBreaksCount === 0){
                  this.gameOver = true;
            }
          }
        }
      }
    );
    }
,    edgeHandle() {
      // 边缘检测      // 碰到顶部反弹      if (this.ball.y - this.ball.r  0) {
            this.ball.dy = -this.ball.dy;
      }
          if (        // 碰到左右墙壁        this.ball.x - this.ball.r  0 ||        this.ball.x + this.ball.r >
 this.clientWidth      ) {
            this.ball.dx = -this.ball.dx;
      }
          if (        this.ball.x >
    = this.pannel.x &
    &
            this.ball.x = this.pannel.x + this.pannel.width &
    &
            this.ball.y + this.ball.r >
= this.clientHeight - this.pannel.height      ) {
            // 球的x在板子范围内并触碰到了板子        this.ball.dy *= -1;
      }
     else if (        (this.ball.x  this.pannel.x ||          this.ball.x >
     this.pannel.x + this.pannel.width) &
    &
            this.ball.y + this.ball.r >
= this.clientHeight      ) {
            // 球碰到了底边缘了        this.gameOver = true;
            this.getCurshBreaks();
      }
    }
,    drawScore(){
          this.ctx.beginPath();
          this.ctx.font="14px Arial";
          this.ctx.fillStyle = "#FFF";
          this.ctx.fillText("分数:"+this.score,10,this.clientHeight-14);
          this.ctx.closePath();
    }
,    drawCrushBreaks() {
          this.ctx.clearRect(0, 0, this.clientWidth, this.clientHeight);
          this.crushBalls.forEach(item =>
 {
            this.ctx.beginPath();
            this.ctx.arc(item.x, item.y, item.r, 0, 2 * Math.PI);
            this.ctx.fillStyle = item.color;
            this.ctx.fill();
            this.ctx.closePath();
            item.x += item.dx;
            item.y += item.dy;
            if (          // 碰到左右墙壁          item.x - item.r  0 ||          item.x + item.r >
 this.clientWidth        ) {
              item.dx = -item.dx;
        }
            if (          // 碰到上下墙壁          item.y - item.r  0 ||          item.y + item.r >
 this.clientHeight        ) {
              item.dy = -item.dy;
        }
      }
    );
    }
,    getRandomColor() {
          return randomColor[Math.floor(Math.random() * randomColor.length)];
    }
,    getRandomArbitrary(min, max) {
          return Math.random() * (max - min) + min;
    }
,    getCurshBreaks() {
          let _this = this;
          this.breaks.forEach(item =>
 {
        if (item.show) {
              item.show = false;
              for (let i = 0;
     i  8;
 i++) {
            this.crushBalls.push({
              x: item.x + this.breaksConfig.width / 2,              y: item.y + this.breaksConfig.height / 2,              dx: _this.getRandomArbitrary(-6, 6),              dy: _this.getRandomArbitrary(-6, 6),              r: _this.getRandomArbitrary(1, 4),              color: _this.getRandomColor()            }
    );
          }
        }
      }
    );
    }
,    drawBall() {
          this.ctx.beginPath();
          this.ctx.arc(this.ball.x, this.ball.y, this.ball.r, 0, 2 * Math.PI);
          this.ctx.fillStyle = "#008b8b";
          this.ctx.fill();
          this.ctx.closePath();
    }
,    drawPannel() {
          this.drawRoundRect(        this.pannel.x,        this.pannel.y,        this.pannel.width,        this.pannel.height,        5      );
    }
,    drawRoundRect(x, y, width, height, radius) {
          this.ctx.beginPath();
          this.ctx.arc(x + radius, y + radius, radius, Math.PI, (Math.PI * 3) / 2);
          this.ctx.lineTo(width - radius + x, y);
          this.ctx.arc(        width - radius + x,        radius + y,        radius,        (Math.PI * 3) / 2,        Math.PI * 2      );
          this.ctx.lineTo(width + x, height + y - radius);
          this.ctx.arc(        width - radius + x,        height - radius + y,        radius,        0,        (Math.PI * 1) / 2      );
          this.ctx.lineTo(radius + x, height + y);
          this.ctx.arc(        radius + x,        height - radius + y,        radius,        (Math.PI * 1) / 2,        Math.PI      );
          this.ctx.fillStyle = "#008b8b";
          this.ctx.fill();
          this.ctx.closePath();
    }
,    drawBreaks() {
          let _this = this;
          _this.breaks.forEach(item =>
 {
        if (item.show) {
              _this.drawRoundRect(            item.x,            item.y,            _this.breaksConfig.width,            _this.breaksConfig.height,            _this.breaksConfig.radius          );
        }
      }
    );
    }
  }
}
    ;
    /script>
     !-- Add "scoped" attribute to limit CSS to this component only -->
    style scoped lang="scss">
.break-ball {
      width: 900px;
      height: 600px;
      position: relative;
  #breakBall {
        background: #2a4546;
  }
  .container {
        position: absolute;
        top: 0;
        right: 0;
        bottom: 0;
        left: 0;
        background-color: rgba(0, 0, 0, 0.3);
        text-align: center;
        font-Size: 0;
        white-space: nowrap;
        overflow: auto;
  }
  .container:after {
        content: "";
        display: inline-block;
        height: 100%;
        vertical-align: middle;
  }
  .dialog {
        width: 400px;
        height: 300px;
        background: rgba(255, 255, 255, 0.5);
        box-shadow: 3px 3px 6px 3px rgba(0, 0, 0, 0.3);
        display: inline-block;
        vertical-align: middle;
        text-align: left;
        font-size: 28px;
        color: #fff;
        font-weight: 600;
        border-radius: 10px;
        white-space: normal;
        text-align: center;
    .once-again-btn {
          background: #1f9a9a;
          border: none;
          color: #fff;
    }
  }
}
    /style>
    

到此这篇关于VUE+Canvas 实现桌面弹球消砖块小游戏的文章就介绍到这了,更多相关vue弹球消砖块小游戏内容请搜索以前的文章或继续浏览下面的相关文章希望大家以后多多支持!

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