

前言
记得几年前刚做前端开发的时候,跟着师傅用纯 es5 实现了这款坦克大战,可以说我入行前端是从 javaScript 小游戏开始的,时间已匆匆过去了数年,前端发展日新月异,各种新框架、新概念层出不穷,很容易就迷失在对各种新技术的盲目学习和应用中,真正的编程是什么呢?值得思考的问题。
我准备用 vue3 重新实现一下这款游戏,顺便回顾和梳理下自己的知识体系。
W/上 S/下 A/左 D/右 F/射击
让我们开始吧!
架构搭建
项目技术选型为 vue3、vite、less、pnpm、ts,按照vue3 官网文档来新建项目,注意:虽然我用了 vue3 实际上只是强行尝鲜,主体内容都是 js 用到的框架特性有限。
$ pnpm create vite <project-name> -- --template vue$ cd <project-name>$ pnpm install$ pnpm add -D less$ pnpm dev
Canvas 构造函数
游戏的核心为 canvas 画布和坦克元素,我们定义两个构造函数
canvas 构造函数的定义参数、方法:dom、dimension 尺寸、renderTo 渲染函数、drawText 文本绘制函数、drawImageSlice 图片绘制函数
画布绘制
canvas 图层按照一般的游戏设计优化理念,需要为静态背景和动态元素单独用不同的 canvas 图层表示,每次更新时只需要重新绘制动态元素就好了,我抽象出一个渲染函数
// 渲染this.renderTo = function renderTo(container_id) {if (!is_rendered) {let container = document.getElementById(container_id)//画布起始坐标dom = document.createElement('canvas') // 创造canvas画布dom.setAttribute('class', 'canvas')ctx = dom.getContext('2d')dom.setAttribute('width', container.clientWidth)dom.setAttribute('height', container.clientHeight)// 画布尺寸dimension = {x: container.clientWidth,y: container.clientHeight,}container.insertBefore(dom, container.firstChild) // 插入cantainer容器}}
文本渲染
想要知道画布中的具体位置坐标,可以定义一个函数,当鼠标滑动时候执行来将当前位置坐标绘制出来
this.drawText = function drawText(text, offset_left, offset_top, font) {ctx.font = font || '25px Calibri'ctx.fillStyle = '#fff'ctx.fillText(text, offset_left, offset_top)}

画布重绘前的 clear
每次重绘前需要先擦掉整个画布
this.clear = function clear() {ctx.clearRect(0, 0, dimension.x, dimension.y)}
核心:绘制函数
坦克、子弹、建筑等元素等绘制都是通过这个函数来完成的,实现远离是利用来雪碧图,通过坐标抓取特定位置的图片元素来获取各种不同坦克等元素的UI;
通过 rotate 旋转元素来实现坦克的转向;
this.drawImageSlice = function drawImage(img_ele, sx, sy, sWidth, sHeight, x, y, rotatation) {ctx.save()ctx.translate((2 * x + sWidth) / 2, (2 * y + sHeight) / 2) // 改变起始点坐标ctx.rotate((Math.PI / 180) * rotatation) // 旋转x = x || 0y = y || 0ctx.drawImage(img_ele, sx, sy, sWidth, sHeight, -sWidth / 2, -sHeight / 2, sWidth, sHeight)ctx.restore() // 复原}

BattleCity 构造函数
BattleCity 构造函数定义坦克的各种配置信息,和方法函数
let TankConfig = function (cfg) {this.explosion_count = cfg.explosion_countthis.width = cfg.type.dimension[0]this.height = cfg.type.dimension[1]this.missle_type = cfg.missle_type || MISSILE_TYPE.NORMALthis.x = cfg.x || 0this.y = cfg.y || 0this.direction = cfg.direction || DIRECTION.UPthis.is_player = cfg.is_player || 0this.moving = cfg.moving || 0this.alive = cfg.alive || 1this.border_x = cfg.border_x || 0this.border_y = cfg.border_y || 0this.speed = cfg.speed || TANK_SPEEDthis.direction = cfg.direction || DIRECTION.UPthis.type = cfg.type || TANK_TYPE.PLAYER0}
实现坦克的移动
用键盘的 W、S、A、D、来表示上下左右方向键,按下键盘则会触发对应坦克实例的 move 函数,用于计算移动后的位置坐标信息,注意:对边界条件的判断,不可使其超出战场边界。
CanvasSprite.prototype.move = function (d, obstacle_sprites) {this.direction = dswitch (d) {case DIRECTION.UP:if ((obstacle_sprites && !this.checkRangeOverlap(obstacle_sprites)) || !obstacle_sprites) {this.y -= this.speedif (this.y <= 5) {if (!this.out_of_border_die) {this.y = 0} else {// this.alive = 0;this.explode()document.getElementById('steelhit').play()}}}breakcase DIRECTION.DOWN:if ((obstacle_sprites && !this.checkRangeOverlap(obstacle_sprites)) || !obstacle_sprites) {this.y += this.speedif (this.y + this.height >= this.border_y - 10) {if (!this.out_of_border_die) {this.y = this.border_y - this.height} else {// this.alive = 0;this.explode()document.getElementById('steelhit').play()}}}breakcase DIRECTION.LEFT:if ((obstacle_sprites && !this.checkRangeOverlap(obstacle_sprites)) || !obstacle_sprites) {this.x -= this.speedif (this.x <= 5) {if (!this.out_of_border_die) {this.x = 0} else {// this.alive = 0;this.explode()document.getElementById('steelhit').play()}}}breakcase DIRECTION.RIGHT:if ((obstacle_sprites && !this.checkRangeOverlap(obstacle_sprites)) || !obstacle_sprites) {this.x += this.speedif (this.x + this.width >= this.border_x - 10) {if (!this.out_of_border_die) {this.x = this.border_x - this.width} else {// this.alive = 0;this.explode()document.getElementById('steelhit').play()}}}break}}

坦克发射子弹的逻辑
首先需要定义子弹的配置信息以及构造函数;
let MissileConfig = function (cfg) {this.x = cfg.xthis.y = cfg.ythis.type = cfg.type || MISSILE_TYPE.NORMALthis.width = cfg.width || this.type.dimension[0]this.height = cfg.height || this.type.dimension[1]this.direction = cfg.direction || DIRECTION.UPthis.is_from_player = cfg.is_from_playerthis.out_of_border_die = cfg.out_of_border_die || 1 // 判断边界类型this.border_x = cfg.border_x || 0this.border_y = cfg.border_y || 0this.speed = cfg.speed || TANK_SPEEDthis.alive = cfg.alive || 1}var Missile = function (MissileConfig) {var x = MissileConfig.xvar y = MissileConfig.yvar width = MissileConfig.widthvar height = MissileConfig.widthvar direction = MissileConfig.directionthis.type = MissileConfig.typethis.is_from_player = MissileConfig.is_from_player || 0var explosion_count = 0CanvasSprite.apply(this, [{alive: 1,out_of_border_die: 1,border_y: HEIGHT,border_x: WIDTH,speed: MISSILE_SPEED,direction: direction,x: x,y: y,width: width,height: height,},])this.isDestroied = function () {return explosion_count > 0}this.explode = function () {if (explosion_count++ === 5) {this.alive = 0}}this.getImg = function () {if (explosion_count > 0) {return {width: TANK_EXPLOSION_FRAME[explosion_count].dimension[0],height: TANK_EXPLOSION_FRAME[explosion_count].dimension[1],offset_x: TANK_EXPLOSION_FRAME[explosion_count].image_coordinates[0],offset_y: TANK_EXPLOSION_FRAME[explosion_count].image_coordinates[1],}} else {return {width: width,height: height,offset_x: this.type.image_coordinates[0],offset_y: this.type.image_coordinates[1],}}}this.getHeadCoordinates = function () {var h_x, h_yswitch (this.direction) {case DIRECTION.UP:h_x = this.x + this.width / 2 - this.type.dimension[0] / 2h_y = this.y - this.type.dimension[1] / 2breakcase DIRECTION.DOWN:h_x = this.x + this.width / 2 - this.type.dimension[0] / 2h_y = this.y + this.height - this.type.dimension[1] / 2breakcase DIRECTION.LEFT:h_x = this.xh_y = this.y + this.width / 2 - this.type.dimension[0] / 2breakcase DIRECTION.RIGHT:h_x = this.x + this.heighth_y = this.y + this.width / 2 - this.type.dimension[0] / 2}console.log({x: h_x,y: h_y,})return {x: h_x,y: h_y,}}this._generateId = function () {return uuidv4()}sprites[this._generateId()] = this}
然后再定义一个 fire 开发函数,当开火后,会使用 window.requestAnimationFrame() 来达到循环的效果,每次重绘最新的位置信息
this.fire = function (boolean_type) {if (!this.missle || !this.missle.alive) {var coor = this.getCannonCoordinates()this.missle = new Missile(new MissileConfig({x: coor.x,y: coor.y,direction: this.direction,type: this.miss_type,is_from_player: boolean_type,}))if (boolean_type) {document.getElementById('shoot').play()}}}

总结
利用 requestAnimationFrame 来实现循环刷新画布,通过修改各元素位置坐标值,在下一次画布重绘时更新视图,这是阶段交互的基本逻辑;
到这里已经实现了坦克移动和发射子弹的效果,下篇将介绍最关键的子弹和物体碰撞的实现逻辑。
源自:https://juejin.cn/post/7072621470702108680
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