今天想写个简单的游戏, 打字游戏好像都没写过, 那么就写打字游戏吧, gamePad包含了关卡的信息, 可以用来调整给个关卡字符下落的速度;

  getRandom函数会返回一个字符对象, 这个对象包含了字符下落的速度和当前被定位的x,y值, 一整框代码比较有借鉴的地方就是, 只用了一个定时器, 而不是每一个字符都用一个定时器, 那样会严重影响性能;

  没使用第三方的库, 纯手贱, 用原生的js写游戏

<html>
<head>
<meta charset="utf-8">
<style>
#conatiner{
width:400px;
height:500px;
border:1px solid #eee;
position: relative;
}
</style>
</head>
<body>
<span>typing</span>
<div>
<span id="score"></span>得分
</div>
<div id="conatiner"> </div>
<button id="start">开始游戏</button>
</body>
<script>
var gamePad = {
: {
speed :
},
: {
speed :
},
: {
speed :
},
: {
speed :
},
: {
speed :
}
}
var getRandom = function() {
//随即一个97到122的字符;
var charCode = +Math.floor(Math.random()*);
var speed = Math.ceil(Math.random()*);
return {
code : String.fromCharCode(charCode),
speed : speed,
y : ,
x : Math.floor(Math.random()*),
}
};
function game( n , score ) {
var eConatiner = document.getElementById("conatiner");
var eScore = document.getElementById("score");
var showArr = []; //字符对象的列表
var shoted = ;
//随机一个字符对象, 包含了字符的运动速度,字符的值
//让showArr这个数组的数据运动;
var run = function() {
//随机生成字符对象
if(Math.random()>0.9) {
var obj = getRandom();
showArr.push(obj);
}
//让元素运动
for(var i= ;i < showArr.length; i++) {
showArr[i].y+=showArr[i].speed;
if(showArr[i].y>) {
//showArr.splice(i,1);
clear();
alert("游戏失败");
location.reload();
}
}
eConatiner.innerHTML = "";
//让元素添加到界面中;
for(var i= ;i < showArr.length; i++) {
var eSpan = document.createElement("span");
eSpan.style.position = "absolute";
eSpan.innerHTML = showArr[i].code;
eSpan.style.left = showArr[i].x;
eSpan.style.top = showArr[i].y;
eConatiner.appendChild(eSpan);
}
}
var keyup = function(ev) {
for(var i= ;i < showArr.length; i++) {
if(showArr[i].code === ev.key || String.fromCharCode(ev.keyCode).toLowerCase() == showArr[i].code) {
showArr.splice(i,);
shoted++;
eScore.innerHTML = shoted;
if(shoted === score && gamePad[n+] === undefined) {
alert("少侠你好厉害, 你好快, 真的好快好快的");
}else if(shoted === score) {
clear();
alert("进入下一关");
game(n+, score+)
}
return;
}
}
}
var clear = function() {
clearInterval(game.timer);
window.removeEventListener("keyup", keyup);
}
window.addEventListener("keyup", keyup);
game.timer = setInterval(run,gamePad[n].speed);
}
document.getElementById("start").addEventListener("click", function() {
game(, );
});
</script>
</html>

  重新整理代码, 修改成面向对象样子, 过程式的代码太乱了, 虽然说是面向对象, 只是JS看起来舒服多;

   通过面向对象的思维把JS代码各个模块进行封装, 避免作用域的混乱不堪:

<html>
<head>
<meta charset="utf-8">
<style>
#conatiner{
width:400px;
height:500px;
border:1px solid #eee;
position: relative;
}
</style>
</head>
<body>
<span>typing</span>
<div>
<span id="score"></span>得分 ;
需要:<span id="need"></span>分;
</div>
<div id="conatiner"> </div>
<button id="start">开始游戏</button>
</body>
<script>
var eConatiner = document.getElementById("conatiner");
var eScore = document.getElementById("score");
var getRandom = function() {
//随即一个97到122的字符;
var charCode = +Math.floor(Math.random()*);
var speed = Math.ceil(Math.random()*);
return {
code : String.fromCharCode(charCode),
speed : speed,
y : ,
x : Math.floor(Math.random()*),
}
}; function Game( n , score , eConatiner, eScore ,need) {
this.need = need;
this.need.innerHTML = score;
this.showArr = []; //字符对象的列表
this.shoted = ;
this.n = n;
this.score = score;
this.eConatiner = eConatiner;
this.eScore = eScore;
this.events();
this.run();
this.timer = setInterval(this.run.bind(this), Game.gamePad[n].speed);
}
Game.gamePad = {
: {
speed :
},
: {
speed :
},
: {
speed :
},
: {
speed :
},
: {
speed :
}
}
Game.prototype.keyup = function(ev) {
showArr = this.showArr;
for(var i= ;i < showArr.length; i++) {
if(showArr[i].code === ev.key || String.fromCharCode(ev.keyCode).toLowerCase() == showArr[i].code) {
showArr.splice(i,);
this.shoted++;
this.eScore.innerHTML = this.shoted;
if(this.shoted === this.score && Game.gamePad[this.n+] === undefined) {
alert("少侠你好厉害, 你好快, 真的好快好快的");
}else if(this.shoted === this.score) {
this.unbind();
alert("进入下一关");
new Game(this.n+, this.score+, this.eConatiner, this.eScore, this.need);
}
return;
}
}
}
Game.prototype.events = function() {
this.keyup = this.keyup.bind(this);
window.addEventListener("keyup", this.keyup);
}
Game.prototype.unbind = function() {
clearInterval(this.timer);
window.removeEventListener("keyup", this.keyup);
}
//随机一个字符对象, 包含了字符的运动速度,字符的值
//让showArr这个数组的数据运动;
Game.prototype.run = function(){
showArr = this.showArr;
//随机生成字符对象
if(Math.random()>0.9) {
var obj = getRandom();
showArr.push(obj);
}
//让元素运动
for(var i= ;i < showArr.length; i++) {
showArr[i].y+=showArr[i].speed;
if(showArr[i].y>) {
alert("游戏失败");
location.reload();
}
}
this.eConatiner.innerHTML = "";
//让元素添加到界面中;
for(var i= ;i < showArr.length; i++) {
var eSpan = document.createElement("span");
eSpan.style.position = "absolute";
eSpan.innerHTML = showArr[i].code;
eSpan.style.left = showArr[i].x;
eSpan.style.top = showArr[i].y;
this.eConatiner.appendChild(eSpan);
}
}
document.getElementById("start").addEventListener("click", function() {
new Game(, , eConatiner, eScore, document.getElementById("need"));
});
</script>
</html>

作者: NONO
出处:http://www.cnblogs.com/diligenceday/

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