JavaScript Canvas 乒乓球游戏
<!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Insert title here</title> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script> <style type="text/css"> canvas{ border:1px solid green; } </style> </head> <body> <canvas id="canvas" width="300" height="500"></canvas> <script type="text/javascript"> //BEGIN LIBRARY CODE var x = 150; var y = 150; var dx = 2; var dy = 4; var WIDTH; var HEIGHT; var ctx; var intervalId; function init() { ctx = $('#canvas')[0].getContext("2d"); WIDTH = $("#canvas").width(); HEIGHT = $("#canvas").height(); intervalId= setInterval(draw, 10); } function circle(x,y,r) { ctx.beginPath(); ctx.fillStyle = "red"; ctx.arc(x, y, r, 0, Math.PI*2, true); ctx.closePath(); ctx.fill(); } function rect(x,y,w,h) { ctx.beginPath(); ctx.rect(x,y,w,h); ctx.closePath(); ctx.fill(); } function clear() { ctx.clearRect(0, 0, WIDTH, HEIGHT); } //END LIBRARY CODE var paddlex; var paddleh; var paddlew; function init_paddle() { paddlex = WIDTH / 2; paddleh = 10; paddlew = 75; } rightDown = false; leftDown = false; //set rightDown or leftDown if the right or left keys are down function onKeyDown(evt) { if (evt.keyCode == 39) rightDown = true; else if (evt.keyCode == 37) leftDown = true; } //and unset them when the right or left key is released function onKeyUp(evt) { if (evt.keyCode == 39) rightDown = false; else if (evt.keyCode == 37) leftDown = false; } $(document).keydown(onKeyDown); $(document).keyup(onKeyUp); var canvasMinX; var canvasMaxX; function init_mouse() { canvasMinX = $("#canvas").offset().left; canvasMaxX = canvasMinX + WIDTH; } function onMouseMove(evt) { if (evt.pageX > canvasMinX && evt.pageX < canvasMaxX) { paddlex = evt.pageX - canvasMinX; } } $(document).mousemove(onMouseMove); var bricks; var NROWS; var NCOLS; var BRICKWIDTH; var BRICKHEIGHT; var PADDING; function initbricks() { NROWS = 5; NCOLS = 5; BRICKWIDTH = (WIDTH/NCOLS) - 1; BRICKHEIGHT = 15; PADDING = 1; bricks = new Array(NROWS); for (i=0; i < NROWS; i++) { bricks[i] = new Array(NCOLS); for (j=0; j < NCOLS; j++) { bricks[i][j] = 1; } } } function draw() { clear(); circle(x, y, 10); if (rightDown) paddlex += 5; else if (leftDown) paddlex -= 5; rect(paddlex, HEIGHT-paddleh, paddlew, paddleh); //draw bricks for (i=0; i < NROWS; i++) { for (j=0; j < NCOLS; j++) { if (bricks[i][j] == 1) { ctx.fillStyle = "green"; rect((j * (BRICKWIDTH + PADDING)) + PADDING, (i * (BRICKHEIGHT + PADDING)) + PADDING, BRICKWIDTH, BRICKHEIGHT); } } } //have we hit a brick? rowheight = BRICKHEIGHT + PADDING; colwidth = BRICKWIDTH + PADDING; row = Math.floor(y/rowheight); col = Math.floor(x/colwidth); //if so, reverse the ball and mark the brick as broken if (y < NROWS * rowheight && row >= 0 && col >= 0 && bricks[row][col] == 1) { dy = -dy; bricks[row][col] = 0; } if (x + dx > WIDTH || x + dx < 0) dx = -dx; if (y + dy < 0) dy = -dy; else if (y + dy > HEIGHT) { if (x > paddlex && x < paddlex + paddlew) dy = -dy; else clearInterval(intervalId); } x += dx; y += dy; } init(); init_paddle(); init_mouse(); initbricks(); </script> </body> </html>
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