<html> <head> <meta charset="utf-8"/> <title>掷色子的游戏</title> </head> <body> <table> <tr> <td> <canvas> 你的游览器不支持html5的画布元素,请升级到IE9+或使用firefox、chrome这类高级的智能游览器! </canvas><br/> <input type="button" value="开始掷骰子"/> </td> <td> 游戏规则:<br/> 1、一个玩家、两个色子,每个色子有1-6个点,点数随机出现,点数是2-12中的任意数字<br/> 2、如果玩家第一次抛出 7 或者 11,则本回合胜利 进行下一回合<br/> 3、如果玩家抛出2、3、12 则回合失败 进行下一回合<br/> 4、抛出其他数字4、5、6、7、8、9、10 记录点数和,并继续掷色子<br/> 5、当玩家掷出7 则本回合失败 进行下一回合<br/> 6、当玩家抛出的点数和与上一次的相同,本局胜利 进行下一回合<br/> 7、当玩家抛出的点数和与上一次的不同,本局失败,进行下一回合<br/> 后期扩展:<br/> 这个游戏有押注和积分的功能,尚无思路,所以没有实现<br/> </td> </tr> <tr> <td colspan="2"> <div></div> </td> </tr> </table> <br/> <script> /** 游戏规则: 一个玩家、两个色子,每个色子有1-6个点,点数随机出现,点数是2-12中的任意数字 如果玩家第一次抛出 7 或者 11,则本回合胜利 进行下一回合 如果玩家抛出2、3、12 则回合失败 进行下一回合 抛出其他数字4、5、6、7、8、9、10 记录点数和,并继续掷色子 当玩家掷出7 则本回合失败 进行下一回合 当玩家抛出的点数和与上一次的相同,本局胜利 进行下一回合 当玩家抛出的点数和与上一次的不同,本局失败,进行下一回合 game:{游戏对象 } Stage={场景对象 add(thing) //添加一个物件 addEvent(type,handler) redraw() //重绘所有thing对象 } Thing = {//物件对象 draw(canvas)//传入一个canvas画板对象用于绘制thing isScope(x,y) //传入鼠标相对于canvas的位置,返回boolean, //用于判断鼠标是否在thing的范围 true在,false不在 addEvent(type,handler) //公开方法 //给物件设置时间 } 定义我们自己的场景对象 掷色子的场景内需要: 1、两个色子 色子一号 色子二号 2、一个公告板 显示本局信息 3、三个按钮 重现开始 **/ function Stage(canvas){ this.canvas = document.getElementById(canvas); this.ctx = this.canvas.getContext('2d'); this.ctx.lineWidth = 1; this.ctx.strokeStyle = 'rgb(255,0,0)'; this.width = this.canvas.width; this.height = this.canvas.height; this.things = []; this.addEvent = []; this.rule = {}; } Stage.prototype.setings = function(){}; Stage.prototype.draw = function(){ for(var thing in this.things){ if(this.things[thing] instanceof Array){ for(var i=0;i<this.things[thing].length;i++){ this.things[thing][i].init(); } } } } Stage.prototype.add = function(thing){ if(!thing){return;} if(this.things['disc'] == undefined){ this.things['disc'] = []; } if(this.things['callBoard'] == undefined){ this.things['callBoard'] = []; } if(thing instanceof Disc){ this.things['disc'].push(thing); } if(thing instanceof CallBoard){ this.things['callBoard'].push(thing); } } Stage.prototype.play = function(){ this.clean(); for(var i=0;i<this.things['disc'].length;i++){ this.things['disc'][i].random_porints(); } this.rule.init(this); this.rule.run(); this.log(); if(!this.rule.hasNext){ var self = this; document.getElementById('button').onclick = function(){ self.redraw(); } document.getElementById('button').value = '重置游戏'; }else{ document.getElementById('button').value = '再抛一次'; } } Stage.prototype.redraw = function(){ this.clean(); this.things = {}; this.setings(); var self = this; document.getElementById('button').onclick = function(){ self.play(); } document.getElementById('button').value = '开始掷骰子'; } Stage.prototype.log = function(){ var html = document.getElementById('log').innerHTML; var tmp = this.rule.notice1.str +' '+ this.rule.notice2.str +' '+ this.rule.notice3.str +' '; tmp += (this.rule.integral.length > 0 ? ('上一次点数[<font color="red">'+this.rule.integral.join(',')+'</font>]'):'')+this.rule.hasNext+'<br/>'; document.getElementById('log').innerHTML = html + tmp; } Stage.prototype.clean = function(){ for(var i=0;i<this.things['disc'].length;i++){ this.things['disc'][i].clean(); } for(var i=0;i<this.things['callBoard'].length;i++){ this.things['callBoard'][i].clean(); } } function Disc(x,y,stage){ this.x = x; this.y = y; this.stage = stage; this.init(); } Disc.prototype.init = function(){ this.width = 170; this.height = this.width; this.porints = 1; this.draw(); this.draw_porints(); } Disc.prototype.draw = function(){ this.stage.ctx.beginPath(); this.stage.ctx.strokeRect(this.x,this.y,this.width,this.height); this.stage.ctx.closePath(); this.stage.ctx.stroke(); } Disc.prototype.random_porints = function(){ this.clean(); var tmp = 0; do{ tmp = Math.floor(Math.random() * 7); }while(tmp <= 0 || tmp > 6) this.porints = tmp; this.draw_porints(); } Disc.prototype.draw_porints = function(){ var radius = this.width/7; if(this.porints == 1){//当只有1个点的时候,点位于正方形的正中间(width/2,height/2) 半径为width/4 draw_porint(this.x + (this.width/2),this.y + (this.height/2),this.width/4,this.stage); }else if(this.porints == 2){//当有两个点时,第一个点位于(width/2,(height/7)*2,第二个点位于(width/2,(height/7)*5) draw_porint(this.x + (this.width/2),this.y + ((this.height/7)*2),radius,this.stage); draw_porint(this.x + (this.width/2),this.y + ((this.height/7)*5),radius,this.stage);; }else if(this.porints == 3){ draw_porint(this.x + ((this.width/10)*2),this.y + ((this.height/10)*2),radius,this.stage); draw_porint(this.x + ((this.width/10)*5),this.y + ((this.height/10)*5),radius,this.stage); draw_porint(this.x + ((this.width/10)*8),this.y + ((this.height/10)*8),radius,this.stage); }else if(this.porints == 4){ draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/7)*2),radius,this.stage); draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/7)*2),radius,this.stage); draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/7)*5),radius,this.stage); draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/7)*5),radius,this.stage); }else if(this.porints == 5){ draw_porint(this.x + ((this.width/10)*2),this.y + ((this.height/10)*2),radius,this.stage); draw_porint(this.x + ((this.width/10)*2),this.y + ((this.height/10)*8),radius,this.stage); draw_porint(this.x + ((this.width/10)*5),this.y + ((this.height/10)*5),radius,this.stage); draw_porint(this.x + ((this.width/10)*8),this.y + ((this.height/10)*2),radius,this.stage); draw_porint(this.x + ((this.width/10)*8),this.y + ((this.height/10)*8),radius,this.stage); }else if(this.porints == 6){ draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/10)*2),radius,this.stage); draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/10)*2),radius,this.stage); draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/10)*5),radius,this.stage); draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/10)*5),radius,this.stage); draw_porint(this.x + ((this.width/7)*2),this.y + ((this.height/10)*8),radius,this.stage); draw_porint(this.x + ((this.width/7)*5),this.y + ((this.height/10)*8),radius,this.stage); } } Disc.prototype.redraw = function(){ this.clean(); this.porints = 1; this.draw_porints(); } Disc.prototype.clean = function(){ this.stage.ctx.clearRect(this.x,this.y,this.width,this.height); } function draw_porint(x,y,radius,stage){ stage.ctx.beginPath(); stage.ctx.arc(x,y,radius,0,2*Math.PI,false); stage.ctx.closePath(); stage.ctx.fill(); } function CallBoard(x,y,stage){ this.x = x; this.y = y; this.width = 360; this.height = 50; this.stage = stage; this.notices = []; this.init(); } CallBoard.prototype.init = function(){ this.stage.ctx.beginPath(); this.stage.ctx.strokeRect(this.x,this.y,this.width,this.height); this.stage.ctx.closePath(); this.stage.ctx.stroke(); this.draw(); } CallBoard.prototype.draw = function(){ for(var i =0;i<this.notices.length;i++){ this.notices[i].init(); } } CallBoard.prototype.redraw = function(){ this.clean(); this.init(); this.draw(); } CallBoard.prototype.clean = function(){ this.stage.ctx.clearRect(this.x,this.y,this.width,this.height); } CallBoard.prototype.add = function(notice){ if(!notice){return;} this.notices.push(notice); } function Notice(x,y,str,callBoard){ this.x = x; this.y = y; this.str = str; this.width = 150; this.height = 10; this.stage = callBoard.stage; if(str == undefined){ this.init(); }else{ this.init(str); } } Notice.prototype.init = function(){ this.stage.ctx.fillText('暂无',this.x,this.y); } Notice.prototype.init = function(str){ if(str != ''){ this.str = str; } this.stage.ctx.fillText(this.str,this.x,this.y); } Notice.prototype.draw = function(str){ this.init(str); } Notice.prototype.redraw = function(str){ this.stage.ctx.clearRect(this.x,this.y-9,this.width,this.height); this.draw(str); } function Rule(){ this.disc1 = {}; this.disc2 = {}; this.notice1 = {}; this.notice2 = {}; this.notice3 = {}; this.count = 0; this.integral = []; this.hasNext = false; } Rule.prototype.init = function(stage){ this.disc1 = stage.things['disc'][0]; this.disc2 = stage.things['disc'][1]; this.notice1 = stage.things['callBoard'][0].notices[0]; this.notice2 = stage.things['callBoard'][0].notices[1]; this.notice3 = stage.things['callBoard'][0].notices[2]; this.count = this.disc1.porints + this.disc2.porints; this.notice1.redraw('色子1号当前点数为: '+this.disc1.porints+' 点'); this.notice2.redraw('色子2号当前点数为: '+this.disc2.porints+' 点'); this.notice3.redraw('当前点数和为:'+this.count+'点。'); } Rule.prototype.run = function(){ var str = this.notice3.str; this.notice3.width = 348; if(this.integral.length == 0){ if(this.count == 7 || this.count == 11){ str += '你的运气真好一把就赢了,继续加油哦!'; this.notice3.redraw(str); this.hasNext = false; return this; } if(this.count == 2 || this.count == 3 || this.count == 12){ str += '你也太衰了吧!第一把就输了,再来一把试试!'; this.notice3.redraw(str) this.hasNext = false; return this; } if(this.count >=4 && this.count <= 10){ this.integral.push(this.count); str += '请再抛一次骰子!'; this.notice3.redraw(str); this.hasNext = true; return this; } }else{ if(this.count == 7 || this.count != this.integral[this.integral.length - 1]){ str += '不好意思,你输了……!'; this.notice3.redraw(str); this.hasNext = false; return this; } if(this.count == this.integral[this.integral.length - 1]){ str += '你太厉害了,竟然抛出和上一次一样的点数!恭喜你赢了!'; this.notice3.redraw(str); this.hasNext = false; return this; } } } var stage = new Stage('game'); stage.setings = function(){ var x1 = 20,y1 = 20; var x2 = 210,y2 = 20; var callBoard = new CallBoard(20,200,stage); callBoard.add(new Notice(30,220,'色子1号,尚无点数。',callBoard)); callBoard.add(new Notice(220,220,'色子2号,尚无点数。',callBoard)); callBoard.add(new Notice(30,240,'当前尚无点数和。',callBoard)); stage.add(new Disc(x1,y1,stage)); stage.add(new Disc(x2,y2,stage)); stage.add(callBoard); stage.rule = new Rule(); } stage.setings(); </script> </body> </html>
原生js结合html5制作简易的双色子游戏
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