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VUE+Canvas 实现桌面弹球消砖块小游戏的示例代码

浏览:3日期:2022-09-30 16:59:19

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:

VUE+Canvas 实现桌面弹球消砖块小游戏的示例代码

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 height='600'></canvas> <div 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 @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>

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