今天先预览一下今晚的成果,如下(挫了点,别扔砖头):
今天主要设计了下选择器,就是进入游戏时展现游戏列表,然后用来选择游戏的一个白痴的功能。
选择器建立在昨天的游戏类基础上,针对昨天的代码我作了部分修改:
复制代码 代码如下:
//5.游戏类:名称,逻辑方法,键盘方法,开始方法,开始关卡方法,结束方法
var Game = function(name, logicalFn, keyFn, startFn, loadFn, endFn) {
//游戏名
this._name = name || "未命名";
//5.a.1:逻辑控制
this._LControl = logicalFn || function(date) {
//简单游戏逻辑控制
if (this._FrameMain) {
var innHTML = "游戏时间:" + date.getSeconds() + "秒" + date.getMilliseconds();
innHTML += "<br/>当前游戏没有编写,您可以按Esc退出该游戏;";
this._FrameMain.innerHTML = innHTML;
}
};
//5.a.2:键盘控制
this._KControl = keyFn || function(event) {
//简单键盘逻辑
alert("您敲击了" + event.keyCode + "键");
};
//5.b.1:标题区域
this._FrameTitle = null;
//5.b.2:游戏区域
this._FrameMain = null;
//5.b.3:状态显示区
this._FrameState = null;
//5.b.4:控制区
this._FrameControl = null;
//5.c.1:开场动画
this._AnmLoad = new Animation("进入游戏",null);
//5.c.2:过关动画
this._AnmNext = new Animation("加载中",null);
//5.c.3:结束动画
this._AnmEnd = new Animation("结束",null);
//5.d.1:开始:调用开始动画、开始处理方法、加载游戏
this._Start = function() {
this._AnmLoad = this._AnmLoad || new Animation(null);
var temp = this; //得到当前对象
this._AnmLoad._palyEnd = this._AnmLoad._palyEnd || function() {
startFn && startFn();
temp._Load();
};
this._AnmLoad._play();
};
//5.d.2:结束
this._End = endFn || function() {
alert("游戏结束");
};
//5.d.3:加载:每次开始游戏时(关卡开始)
this._Load = function() {
this._AnmNext = this._AnmNext || new Animation(null);
var temp = this; //得到当前对象
this._AnmNext._palyEnd = this._AnmNext._palyEnd || function() {
if (!loadFn) {
temp._FrameTitle = _HtmlControl._newPanel(0, 0, 400, 30);
temp._FrameTitle.innerHTML = temp._name || "未命名游戏";
temp._FrameMain = _HtmlControl._newPanel(0, 30, 350, 370);
temp._FrameState = _HtmlControl._newPanel(350, 30, 50, 180);
temp._FrameControl = _HtmlControl._newPanel(350, 210, 50, 190);
_HtmlControl._ClearArea();
_HtmlControl._AddControl(temp._FrameTitle);
_HtmlControl._AddControl(temp._FrameMain);
_HtmlControl._AddControl(temp._FrameState);
_HtmlControl._AddControl(temp._FrameControl);
} else {
loadFn();
}
}
this._AnmNext && this._AnmNext._play();
}
//5.e地图
this._Map = [];
mapIndex = -1;
};
就是说选择器它也是游戏类的一个对象,有加载动画,也有键盘处理等:
复制代码 代码如下:
//创建游戏
var game1 = new Game("贪吃蛇", null, null);
var game2 = new Game("俄罗斯方块", null, null);
var game3 = new Game("推箱子", null, null);
var game4 = new Game("赛车", null, null);
var game5 = new Game("坦克大战", null, null);
//----------------------------------------------------
//6.游戏列表
var _GameList = [game1, game2, game3, game4, game5];
//----------------------------------------------------
//7.游戏选择器
var _GameChoose = new Game("选择器", null, null);
{
_GameChoose._Map = _GameList;
_GameChoose._Load = function() {
this._FrameTitle = _HtmlControl._newPanel(0, 0, 400, 30);
this._FrameTitle.innerHTML = "请选择游戏";
this._FrameMain = _HtmlControl._newPanel(0, 30, 240, 370);
this._FrameState = _HtmlControl._newPanel(240, 30, 160, 180);
this._FrameState.innerHTML = "你可以<br/>使用上下键<br/>选择游戏";
this._FrameControl = _HtmlControl._newPanel(240, 210, 160, 190);
this._FrameControl.innerHTML = "按下Enter<br/>进入游戏";
this._tempButtons = [];
this._tempButtonsIndex = 0;
//this._FrameMain.style.滚动条//
if (this._Map.length > 0) {
for (var i = 0; i < this._Map.length; i++) {
var button = _HtmlControl._newButton(this._Map[i]._name, 200, 30);
this._FrameMain.appendChild(button);
this._tempButtons.push(button);
}
this._tempButtons[0].select();
}
_HtmlControl._AddControl(this._FrameTitle);
_HtmlControl._AddControl(this._FrameMain);
_HtmlControl._AddControl(this._FrameState);
_HtmlControl._AddControl(this._FrameControl);
};
_GameChoose._LControl = function(date) {
if (mapIndex != -1) {
this._Map && this._Map[mapIndex]._LControl(date);
}
};
_GameChoose._KControl = function(event) {
if (mapIndex == -1) {
switch (event.keyCode) {
case _KeyParameters.KeyUp:
{
//alert("上t");
if (this._tempButtonsIndex > 0) {
this._tempButtonsIndex--;
for (var i = 0; i < this._tempButtons.length; i++) {
this._tempButtons[i].unselect();
}
this._tempButtons[this._tempButtonsIndex].select();
}
}
break;
case _KeyParameters.KeyDown:
{
//alert("下");
if (this._tempButtonsIndex < this._tempButtons.length - 1) {
this._tempButtonsIndex++;
for (var i = 0; i < this._tempButtons.length; i++) {
this._tempButtons[i].unselect();
}
this._tempButtons[this._tempButtonsIndex].select();
}
}
break;
case _KeyParameters.KeyEnter:
{
mapIndex = this._tempButtonsIndex;
this._Map && this._Map[mapIndex]._Start();
}
break;
default:
{
} break;
}
} else {
if (event.keyCode == _KeyParameters.KeyESC) {
mapIndex = -1;
this._Start();
return;
}
this._Map && this._Map[mapIndex]._KControl(event);
}
}
}
就这么写内容,由于时间关系,贪吃蛇仍然没有做,昨天最后一句口号被公司的人说了,说我把公司分配的任务扔了。
今天要改一句口号,以促进第一个游戏的完成:白天权限,晚上贪吃蛇,我要把贪吃蛇做到极致,嘿嘿...