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html5 游戏开发

近来想做html5游戏开发些小东西玩一下,因为手边就是笔记本,想怎么玩就怎么玩了,今年可以说是非常重要特殊的一年,感觉有些倒霉,不过,心态最重要,该怎么做的时候就去怎么做吧,日子的24小时是不会变的,不管能活多久。

游戏开发感觉不错,所以就刚看了一个碰撞检测canvas的来做,一段段代码弄下来试,成功运行了,原理也是一些很简单的,不过是

不停地检测 FPS,不停刷新每一帧来达到最终的探测目的;

每一帧里面都去检测范围,是否会碰撞;

有三种检测方法: 范围检测; 光线投影速度向量检测;分离轴定理;

检测方法还是有些不懂,目前来看并不是特别特殊,这些东西应该可以很快上手,毕竟这些都是基本的东西;

附上今天测试的一段oop的js 声波探测脚本:

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<html><body>    <div class="collide">        <canvas id="canvas">            <p>Your browser does not support the canvas element!</p>        </canvas>        collision test    </div>    <script>        Array.prototype.remove = function (obj) {            for (var i = 0; i < this.length; i++) {                if (this[i] === obj) {                    this.splice(i, 1);                    break;                }            }        }        function BasicObject(x, y, order) {            this.x = x;            this.y = y;            this.order = isNaN(order) ? 0 : order;            this.addTo = function (objects) {                objects.push(this);                objects.sort(function (a, b) { return a.order - b.order; });            }            this.removeFrom = function (objects) {                objects.remove(this);            }        }        function Wave(x, y, r) {            BasicObject.call(this, x, y);            this.radius = isNaN(r) ? 1 : r;            this.color = 255;            this.draw = function (context) {                context.beginPath();                context.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);                context.strokeStyle = "rgb(" + this.color + ", " + this.color + ", " + this.color + ")";                context.stroke();            }            this.update = function (objects) {                this.color -= 20;                this.radius += 10;                if (this.color <= 0) {                    this.removeFrom(objects);                }            }            this.collide = function (objects) {                var isCollided = 0;                for (i in objects) {                    if (objects[i] instanceof Stone) {                        var d = Math.sqrt(Math.pow(this.x - objects[i].x, 2) + Math.pow(this.y - objects[i].y, 2));                        if (d < this.radius + objects[i].radius && d > Math.abs(this.radius - objects[i].radius)) {                            objects[i].isShocked = true;                            isCollided++;                        }                    }                }                if (isCollided) {                    this.removeFrom(objects);                }            }        }        Wave.prototype = new BasicObject();        function Stone(x, y, r) {            BasicObject.call(this, x, y);            this.radius = r;            this.isShocked = false;            this.draw = function (context) {                context.beginPath();                context.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);                context.fillStyle = "black";                context.fill();            }            this.update = function (objects) {                if (this.isShocked) {                    var wave = new Wave(this.x, this.y, this.radius);                    wave.addTo(objects);                    this.isShocked = false;                }            }        }        Stone.prototype = new BasicObject();        function Engin() {            var canvas = document.getElementById("canvas");            canvas.width = screen.width - 30;            canvas.height = screen.height - 100;            var context = canvas.getContext("2d");            var buffer = document.createElement("canvas");            buffer.width = canvas.width;            buffer.height = canvas.height;            var bufferCtx = buffer.getContext("2d");            var objs = new Array();            const FPS = 20;            document.onmousedown = function (event) {                var wave = new Wave(event.clientX, event.clientY);                wave.addTo(objs);            }            this.manage = function () {                bufferCtx.fillRect(0, 0, buffer.width, buffer.height);                context.fillRect(0, 0, canvas.width, canvas.height);                for (x in objs) {                    if (objs[x].update) {                        objs[x].update(objs);                    }                }                for (x in objs) {                    if (objs[x].draw) {                        objs[x].draw(bufferCtx);                    }                }                for (x in objs) {                    if (objs[x].collide) {                        objs[x].collide(objs);                    }                }                context.drawImage(buffer, 0, 0);            }            this.run = function () {                var s1 = new Stone(100, 100, 50);                var s2 = new Stone(canvas.width / 2, canvas.height / 2, 100);                s1.addTo(objs);                s2.addTo(objs);                setInterval(this.manage, 1000 / FPS);            }        }        window.onload = function () {            new Engin().run();        }    //collision detection    //1. boundary detection    //2. ray cast    //3. seperating axis    </script></body></html>
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html5 游戏开发