本文实例讲述了原生JS实现的跳一跳小游戏。分享给大家供大家参考,具体如下:
以下说的是闲暇编写的一个小游戏--跳一跳,类似于微信的跳一跳,大体实现功能有:
1.先随机生成地图;
2.按住按钮释放后完成动作并进行判断;
首先po一下代码;
代码如下:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>跳一跳</title> <style> *{padding: 0;margin: 0;} .game{ position: relative; width: 800px; height: 400px; border: 1px solid black; margin: 0 auto; } .game .content{ position: absolute; width: 700px; height: 400px; left: 0; top: 0; } .game #chess{ position: absolute; width: 40px; height: 48px; overflow: hidden; z-index:99; transition-property: all; } .cylinder{ position: relative; width: 70px; height: 101px; float: left; } .cylinder .top{ position: absolute; width: 70px; height: 35px; border-radius: 50%; background: yellow; z-index: 4; } .cylinder .front{ position: absolute; width: 70px; height: 70px; background: black; margin-top: 17px; z-index: 3; } .cylinder .bottom{ position: absolute; width: 70px; height: 35px; border-radius: 50%; background: black; margin-top: 65px; z-index: 4; } button{ position: absolute; width: 80px; height: 30px; font-size: 16px; text-align: center; line-height: 30px; border-radius: 20%; bottom: 10px; right: 10px; } .move{ animation-name: jump; } /* 跳棋运动动画 */ @keyframes jump{ 0%{transform: rotate(0deg);} 10%{transform: rotate(36deg);} 20%{transform: rotate(72deg);} 30%{transform: rotate(108deg);} 40%{transform: rotate(144deg);} 50%{transform: rotate(180deg);} 60%{transform: rotate(216deg);} 70%{transform: rotate(252deg);} 80%{transform: rotate(288deg);} 90%{transform: rotate(324deg);} 100%{transform: rotate(360deg);} } @-webkit-keyframes jump{ 0%{transform: rotate(0deg);} 10%{transform: rotate(36deg);} 20%{transform: rotate(72deg);} 30%{transform: rotate(108deg);} 40%{transform: rotate(144deg);} 50%{transform: rotate(180deg);} 60%{transform: rotate(216deg);} 70%{transform: rotate(252deg);} 80%{transform: rotate(288deg);} 90%{transform: rotate(324deg);} 100%{transform: rotate(360deg);} } @-o-keyframes jump{ 0%{transform: rotate(0deg);} 10%{transform: rotate(36deg);} 20%{transform: rotate(72deg);} 30%{transform: rotate(108deg);} 40%{transform: rotate(144deg);} 50%{transform: rotate(180deg);} 60%{transform: rotate(216deg);} 70%{transform: rotate(252deg);} 80%{transform: rotate(288deg);} 90%{transform: rotate(324deg);} 100%{transform: rotate(360deg);} } @-moz-keyframes jump{ 0%{transform: rotate(0deg);} 10%{transform: rotate(36deg);} 20%{transform: rotate(72deg);} 30%{transform: rotate(108deg);} 40%{transform: rotate(144deg);} 50%{transform: rotate(180deg);} 60%{transform: rotate(216deg);} 70%{transform: rotate(252deg);} 80%{transform: rotate(288deg);} 90%{transform: rotate(324deg);} 100%{transform: rotate(360deg);} } </style> </head> <body> <div class="game"> <div class="content"> <!-- 圆柱体 --> <div class="cylinder"> <!-- 顶部 --> <div class="top"></div> <!-- 前面 --> <div class="front"></div> <!-- 底部 --> <div class="bottom"></div> </div> </div> <!-- 跳棋 --> <div id="chess"> <div style="width:20px;height:20px;border-radius:50%;background:red;position:absolute;margin-left:13px;z-index: 100;"></div> <div style="width:40px;height:40px;background:blue;overflow: hidden;margin-top: 32px;transform:rotate(67deg) skewX(40deg);"> </div> </div> <button id="play">按住它</button> </div> </body> <script> var time = 0,score = 0,prev = 1; var cylinders = document.getElementsByClassName('cylinder'); var chess = document.getElementById('chess'); var arrLeft = [10,20,30,50]; var arrTop = [210,290]; // 初始函数,入口函数 function init(){ draw(); BindEvent(); }; // 生成地图 function draw(){ var str = ''; for(var n = 0; n < 7; n++){ str +="<div class='cylinder'><div class='top'></div><div class='front'></div><div class='bottom'></div></div >" } document.getElementsByClassName('content')[0].innerHTML = str; for(var m = 0; m < 7; m++){ var Left = arrLeft[Math.floor(Math.random() *arrLeft.length)]; var Top = arrTop[Math.floor(Math.random() * arrTop.length)]; cylinders[m].style.marginLeft = Left + 'px'; cylinders[m].style.marginTop = Top + 'px'; } // 画棋子 chess.style.marginTop = cylinders[0].offsetTop - 25 + 'px'; chess.style.marginLeft = cylinders[0].offsetLeft + 13 + 'px'; } // 绑定事件函数 function BindEvent(){ document.getElementById('play').onmousedown = function () { var timer = setInterval(function () { time++; }, 100); document.getElementById('play').onmouseup = function () { clearInterval(timer); chess.classList.add('move'); chess.style.animationDuration = time * 0.1 + 's'; chess.style.transitionDuration = time * 0.1 + 's'; if (cylinders[prev - 1].offsetTop > cylinders[prev].offsetTop) { var dx = setTran(prev - 1,prev); chess.style.marginLeft = chess.offsetLeft + time * 15 + 'px'; chess.style.marginTop = chess.offsetTop + time * 15 * dx + 'px'; } else if (cylinders[prev - 1].offsetTop < cylinders[prev].offsetTop) { var dy = setTran(prev - 1, prev); chess.style.marginLeft = chess.offsetLeft + time * 15 + 'px'; chess.style.marginTop = chess.offsetTop + time * 15 * dy + 'px'; }else if(cylinders[prev - 1].offsetTop == cylinders[prev].offsetTop){ chess.style.marginTop = chess.offsetTop + 'px'; chess.style.marginLeft = chess.offsetLeft + time * 15 + 'px'; } chess.addEventListener(getTransition(), function () { chess.classList.remove('move'); time = 0; judeg(); chess.removeEventListener(getTransition(), arguments.callee, false); }, false); }; }; }; // top和left移动的比例 function setTran(prev,next) { var d_Top = cylinders[prev].offsetTop - cylinders[next].offsetTop; var d_Left = cylinders[prev].offsetLeft - cylinders[next].offsetLeft; return d_Top/d_Left; } // 判断动画是否结束 function getTransition() { var t; var transitions = { 'transition': 'transitionend', 'OTransition': 'oTransitionEnd', 'MozTransition': 'transitionend', 'WebkitTransition': 'webkitTransitionEnd' }; for (t in transitions) { if (chess.style[t] !== undefined) { return transitions[t]; } } }; // 判断是否跳出边界 function judeg() { for(; prev < cylinders.length;){ // 判断条件 var e_Left = chess.offsetLeft > cylinders[prev].offsetLeft -20 && chess.offsetLeft < cylinders[prev].offsetLeft + 90; var e_Top = chess.offsetTop + 48 > cylinders[prev].offsetTop && chess.offsetTop + 48 < cylinders[prev].offsetTop + 35; if( e_Left && e_Top ){ score++; if(prev >= cylinders.length){ prev = 1; }else{ prev++; } break; }else{ alert('you lost'); break; } } } init(); </script> </html>
代码主要分为用来绘制圆柱体分布的draw()函数,用来绑定按钮事件的BindEvent()函数,用来监听CSS3动画是否结束的getTransition()函数,用来判断棋子是否出界的函数judeg()函数。而控制棋子运动的距离,主要是通过当你按下按钮时(onmousedown)触发一个定时器函数中的(time的加加),弹起按钮时(onmouseup)棋子的left和top运动距离=设定像素值*time。
为了让棋子运动不那么生硬我添加了一些css3动画(rotate属性)以及transition属性。
实现效果如下:
虽然还有些许不足,但不影响整体功能。
感兴趣的朋友可以使用在线HTML/CSS/JavaScript代码运行工具:http://tools.haodaima.com/code/HtmlJsRun测试上述代码运行效果。
希望本文所述对大家JavaScript程序设计有所帮助。
到此这篇关于原生JS实现的跳一跳小游戏完整实例就介绍到这了。永不放弃是你梦想实现的唯一秘诀。更多相关原生JS实现的跳一跳小游戏完整实例内容请查看相关栏目,小编编辑不易,再次感谢大家的支持!