processing实现canvas万圣节鬼屋跳跃射击闯关类游戏代码
代码语言:html
所属分类:游戏
代码描述:processing实现canvas万圣节鬼屋跳跃射击闯关类游戏代码,使用箭头键向左、向右和跳跃,按A和D键射击,将敌人从左、右、上方和下方击退,您只有有限数量的子弹,要重新装弹,请确保收集更多的弹药,每个级别都有一定数量的怪物需要摧毁,然后才能移动到下一级别,如果您想玩特定级别,您始终可以直接转到级别页面中的每个级别。
代码标签: processing canvas 万圣节 鬼屋 跳跃 射击 游戏 闯关 代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <style> * { margin: 0; box-sizing: border-box; overflow: hidden; } body { background: #222; width: 100%; height: 100vh; display: flex; justify-content: center; align-items: center; } body canvas { box-shadow: 0.2em 0.2em 2em #0008; border: none; outline: none; } </style> </head> <body > <canvas id="canvas"></canvas> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/processing.min.js"></script> <script > var sketchProc = function(processingInstance) { with (processingInstance) { size(600, 600); frameRate(60); smooth(); { /**/// // Do not remove this line angleMode = "radians"; textAlign(CENTER, CENTER); textFont(createFont("Verdana")); var game, player; } //Globals { //Key|Button stuff var clicked = false, hover = false; var keys = []; keyPressed = function(){ keys[keyCode] = true; }; keyReleased = function(){ keys[keyCode] = false; }; mouseClicked = function(){ clicked = true; }; } //Keys/Mouse { var Button = function(config) { this.x = config.x || 0; this.y = config.y || 0; this.size = config.size || 100; this.content = config.content || "Home"; this.page = config.page || "home"; this.level = config.level || 0; this.textSize = config.textSize || this.size * 0.2; this.borderColor = color(119, 22, 22, 30); this.backColor = color(119, 22, 22, 200); this.textColor = color(245, 242, 242, 150); this.backColorHover = color(50, 50, 50, 200); this.textColorHover = color(200, 200, 200, 200); this.growth = 0; }; Button.prototype.draw = function () { textSize(this.textSize + (this.growth * 0.1)); noStroke(); //circles if (dist(mouseX, mouseY, this.x, this.y) <= this.size / 2) { //hover this.growth = constrain(this.growth + 0.5, 0, 10); if(clicked) { game.page = this.page; if(this.page === "level") { game.level = this.level; } game.reset(); } pushStyle(); textAlign(CENTER, CENTER); fill(this.backColorHover); stroke(this.borderColor); strokeWeight(this.size * 0.1); ellipse(this.x, this.y, this.size + this.growth, this.size + this.growth); fill(this.textColorHover); text(this.content, this.x, this.y); popStyle(); } else { //not hover this.growth = constrain(this.growth - 0.5, 0, 10); pushStyle(); textAlign(CENTER, CENTER); fill(this.backColor); stroke(this.borderColor); strokeWeight(2); noStroke(); ellipse(this.x, this.y, this.size + this.growth, this.size + this.growth); fill(this.textColor); text(this.content, this.x, this.y); popStyle(); } }; } //Buttons { //Coin object var Coin = function(x, y, w, h, timeToLive) { this.pos = new PVector(x, y); this.w = w || 5; this.h = h || 5; this.timeToLive = timeToLive || 200; }; Coin.prototype.update = function() { this.timeToLive--; }; //Bone Object - Inherits from Coin var Bone = function(x, y) { this.w = 15; this.h = 3; this.timeToLive = 200; Coin.call(this, x, y, this.w, this.h, this.timeToLive); }; Bone.prototype = Object.create(Coin.prototype); Bone.prototype.display = function() { fill(200, 200, 200, 200); rect(this.pos.x, this.pos.y, this.w, this.h, 5); ellipse(this.pos.x, this.pos.y+this.h/2, 5, 6); ellipse(this.pos.x, this.pos.y-this.h/2, 6, 5); ellipse(this.pos.x + this.w, this.pos.y+this.h/2, 6, 5); ellipse(this.pos.x + this.w, this.pos.y-this.h/2, 5, 6); }; Bone.prototype.run = function() { this.update(); this.display(); }; } //Coins { //Ammo Object var Ammo = function(x, y) { this.pos = new PVector(x, y); this.w = 36; this.h = 30; this.timeToLive = 200; }; Ammo.prototype.update = function() { this.pos.y = constrain(this.pos.y + 3, -50, 470); if(this.pos.y === 470) { this.timeToLive--; } }; Ammo.prototype.display = function() { noStroke(); strokeWeight(1); stroke(222, 222, 222, 30); fill(20, 19, 19, 200); rect(this.pos.x, this.pos.y, this.w, this.h, 2); fill(240, 240, 240); textSize(8); textAlign(CENTER, CENTER); text("AMMO", this.pos.x + this.w/2, this.pos.y + this.h/2); }; Ammo.prototype.run = function() { this.update(); this.display(); }; } //Ammo { var Cross = function(config) { this.pos = config.pos || new PVector(0, 0); this.scale = config.scale || new PVector(1, 1); this.angle = config.angle || 0; this.lightColor = color(92, 94, 92); this.darkColor = color(87, 89, 87); }; Cross.prototype.display = function() { noStroke(); fill(this.lightColor); pushMatrix(); translate(this.pos.x, this.pos.y); scale(this.scale.x, this.scale.y); rotate(radians(this.angle)); rect(-10, 0, 20, 100); rect(-30, 20, 60, 20); fill(this.darkColor); rect(0, 0, 10, 100); rect(0, 20, 30, 20); popMatrix(); }; } //Cross { var GraveStone = function(config) { this.pos = config.pos || new PVector(0, 0); this.scale = config.scale || new PVector(1, 1); this.angle = config.angle || 0; this.lightColor = color(132, 135, 132); this.darkColor = color(123, 128, 123); }; GraveStone.prototype.display = function() { noStroke(); fill(this.lightColor); pushMatrix(); translate(this.pos.x, this.pos.y); scale(this.scale.x, this.scale.y); rotate(radians(this.angle)); arc(0, 0, 150, 120, 181, 360); rect(-75, 0, 150, 100); fill(this.darkColor); arc(0, 0, 150, 120, 271, 360); rect(0, 0, 75, 100); pushStyle(); textSize(40); fill(59, 57, 57); textAlign(CENTER, CENTER); text("R.I.P", 0, 0); popStyle(); popMatrix(); }; } //Gravestone { //Spider Web Object var SpiderWeb = function(config) { this.pos = config.pos || new PVector(0, 0); this.scale = config.scale || new PVector(1, 1); this.webColor = color(255, 255, 255, 50); }; SpiderWeb.prototype.display = function() { noFill(); strokeWeight(2); stroke(this.webColor); pushMatrix(); translate(this.pos.x, this.pos.y); scale(this.scale.x, this.scale.y); beginShape(); vertex(320, 80); bezierVertex(280, 53, 270, 53, 220, 0); endShape(); beginShape(); vertex(320, 80); bezierVertex(320, 63, 300, 53, 290, 0); endShape(); beginShape(); vertex(320, 80); bezierVertex(330, 63, 320, 55, 350, 0); endShape(); beginShape(); vertex(320, 80); bezierVertex(340, 78, 345, 72, 400, 42); endShape(); beginShape(); vertex(320, 80); bezierVertex(345, 98, 355, 98, 400, 110); endShape(); beginShape(); vertex(320, 80); bezierVertex(335, 118, 345, 128, 400, 190); endShape(); //first row beginShape(); vertex(287, 58); bezierVertex(298, 56, 300, 56, 305, 46); endShape(); beginShape(); vertex(305, 46); bezierVertex(312, 56, 320, 56, 329, 50); endShape(); beginShape(); vertex(329, 50); bezierVertex(335, 66, 335, 66, 344, 73); endShape(); beginShape(); vertex(344, 73); bezierVertex(340, 76, 340, 80, 346, 95); endShape(); beginShape(); vertex(346, 95); bezierVertex(338, 104, 338, 97, 339, 116); endShape(); //second row beginShape(); vertex(260, 38); bezierVertex(280, 37, 285, 35, 296, 23); endShape(); beginShape(); vertex(296, 23); bezierVertex(310, 35, 320, 33, 338, 26); endShape(); beginShape(); vertex(338, 26); bezierVertex(340, 45, 350, 52, 368, 61); endShape(); beginShape(); vertex(368, 61); bezierVertex(355, 80, 360, 82, 371, 102); endShape(); beginShape(); vertex(371, 102); bezierVertex(355, 120, 360, 122, 357, 139); endShape(); //third row beginShape(); vertex(235, 16); bezierVertex(270, 17, 280, 15, 290, 0); endShape(); beginShape(); vertex(290, 0); bezierVertex(315, 17, 330, 15, 347, 5); endShape(); beginShape(); vertex(347, 5); bezierVertex(360, 37, 350, 35, 392, 47); endShape(); beginShape(); vertex(392, 47); bezierVertex(380, 67, 370, 90, 395, 108); endShape(); beginShape(); vertex(395, 108); bezierVertex(380, 117, 370, 140, 378, 165); endShape(); //forth row beginShape(); vertex(372, 0); bezierVertex(380, 27, 385, 25, 400, 26); endShape(); beginShape(); vertex(400, 137); bezierVertex(384, 163, 392, 175, 393, 182); endShape(); popMatrix(); }; } //Spiderweb { var Tree = function(config) { this.x = config.x || width/2; this.y = config.y || height; this.length = config.length || 60; this.depth = config.depth || 4; this.weight = config.weight || 6; this.baseColor = config.baseColor || color(20); }; Tree.prototype.branch = function(length, depth, weight) { strokeWeight(weight); stroke(this.baseColor); line(0, 0, 0, -length); translate(0, -length); if (depth > 0) { depth--; for(var i = 0; i < random(2, 4); i++) { var dir = random() < 0.5 ? 1 : -1; pushMatrix(); rotate(radians(random(10, 40) * dir)); this.branch(length * random(0.65, 0.75), depth, weight * 0.65); popMatrix(); } } }; Tree.prototype.display = function() { pushMatrix(); translate(this.x, this.y); this.branch(this.length, this.depth, this.weight); popMatrix(); }; } //Tree { //Lightning object var Lightning = function(config) { this.minx = config.minx || width/3; this.maxx = config.maxx || width-width/3; this.y = config.y || 0; this.length = config.length || 30; this.depth = config.depth || 18; this.weight = config.weight || 3; this.angleRange = config.angleRange || 60; //should always be less than 90 so forks always move down this.forkColor = config.forkColor || color(255); this.flashColor = config.flashColor || color(75); }; //Recursive function for displaying the lightning forks Lightning.prototype.fork = function(length, depth, weight, maxAngle) { var angle = 0; var valid = false; while(!valid) { angle = random(-30, 30); if(maxAngle + angle > -this.angleRange && maxAngle + angle < this.angleRange) { //ensure forks only ever within n degree area (moving downwards) valid = true; } } maxAngle+= angle; //Store the total angle depth--; strokeWeight(weight); stroke(this.forkColor); line(0, 0, 0, length); translate(0, length); //Only generate more forks for given depth if (depth >= 0) { pushMatrix(); if(angleMode === "radians") {rotate(radians(angle));} else {rotate(angle);} //rotate based on current angleMode this.fork(length, depth, weight*0.75, maxAngle); popMatrix(); //Randomly add a new fork if(random() < 0.1) { angle = random(-30, 30); pushMatrix(); if(angleMode === "radians") {rotate(radians(angle));} else {rotate(angle);} //rotate based on current angleMode this.fork(length*0.85, depth, weight*0.5, angle); popMatrix(); } } }; //Display the lightning Lightning.prototype.display = function() { background(this.flashColor); pushMatrix(); translate(random(this.minx, this.maxx), this.y); this.fork(this.length, this.depth, this.weight, 0); popMatrix(); }; } //Lightening //Lightning object (fractal) var Lightning = (function() { Lightning = function(args) { this.min = args.min || width/6; this.max = args.max || width-width/6; this.y = args.y || 0; this.length = args.length || ~~(height / 11); this.depth = constrain(args.depth || ~~(height / 32), 5, 25); this.weight = constrain(args.weight || 4, 2, 8); this.forkColor = args.forkColor || color(255); this.flashColor = args.flashColor || color(200); this.angleRange = constrain(args.angleRange || 60, 40, 80); this.arr = []; }; Lightning.prototype = { //recursive function generate the random lightning fork: function(length, depth, weight, px, py) { var angle = random(-this.angleRange, this.angleRange); //decrease the depth so can exit the recursive function depth--; //calculate the next x/y coordinate for the fork var x = px + cos(radians(angle - 90)) * length; var y = py + sin(radians(angle + 90)) * length; //add fork to the start of the array this.arr.unshift({ weight: weight, stroke: this.forkColor, px: px, py: py, x: x, y: y, length: length, opacity: 255, angle: angle }); //Only generate more forks for given depth if (depth >= 0) { this.fork(length, depth, weight*0.8, x, y); //Randomly add a new fork if(random() < 0.15) { angle = random(-this.angleRange, this.angleRange); this.fork(length*0.85, depth, weight*0.5, x, y); } } }, draw: function() { //draw the lightning pushStyle(); for(var i = this.arr.length - 1; i >= 0; i--) { strokeWeight(this.arr[i].weight); stroke(this.arr[i].stroke, this.arr[i].opacity); line(this.arr[i].px, this.arr[i].py+this.arr[i].weight, this.arr[i].x, this.arr[i].y); this.arr[i].opacity-=10; if(this.arr[i].opacity <= 0) { this.arr.splice(i, 1); } } popStyle(); }, generate: function() { //initiates a new lightning strike this.fork( this.length, //length of each strike this.depth, //how deep you want to recurse this.weight, //starting weight of the strike random(this.min, this.max), //starting (previous) x pos this.y //starting (previous) y pos ); } }; return Lightning; })(); { var RedBack = function(config) { this.pos = config.pos || new PVector(0, 0); this.webY = config.webY || this.pos.y - 50; this.w = 55; this.h = 70; this.scale = config.scale || 1; this.bodyColor = config.bakColor || color(0); this.stripeColor = config.stripeColor || color(201, 26, 26, 200); this.webColor = config.webColor || color(255, 255, 255, 50); this.yOffset = config.yOffset || 0; this.yDir = config.yDir || 1; this.img = this.getImage(); }; RedBack.prototype.getImage = function() { background(0, 0, 0, 0); pushMatrix(); translate(0, 0); noStroke(); fill(this.bodyColor); //body ellipse(350, 220, 20, 25); //head ellipse(350, 237, 10, 10); //stripe noFill(); stroke(this.stripeColor); strokeWeight(3); ellipse(350, 216, 3, 8); ellipse(350, 223, 2, 2); noFill(); stroke(this.bodyColor); strokeWeight(2); //eyes line(348, 240, 348, 242); line(352, 240, 352, 242); strokeWeight(1); //back legs beginShape(); vertex(340, 220); bezierVertex(325, 210, 326, 206, 326, 199); endShape(); beginShape(); vertex(360, 220); bezierVertex(375, 210, 374, 206, 374, 199); endShape(); beginShape(); vertex(341, 212); bezierVertex(327, 202, 334, 196, 333, 190); endShape(); beginShape(); vertex(359, 212); bezierVertex(373, 202, 366, 196, 367, 190); endShape(); //front legs beginShape(); vertex(340, 223); bezierVertex(336, 225, 336, 228, 328, 230); endShape(); beginShape(); vertex(328, 230); bezierVertex(332, 250, 332, 248, 334, 250); endShape(); beginShape(); vertex(360, 223); bezierVertex(364, 225, 364, 228, 372, 230); endShape(); beginShape(); vertex(372, 230); bezierVertex(368, 250, 368, 248, 366, 250); endShape(); beginShape(); vertex(342, 227); bezierVertex(340, 229, 340, 232, 334, 234); endShape(); beginShape(); vertex(334, 234); bezierVertex(338, 254, 343, 252, 342, 255); endShape(); beginShape(); vertex(358, 227); bezierVertex(360, 229, 360, 232, 366, 234); endShape(); beginShape(); vertex(366, 234); bezierVertex(362, 254, 357, 252, 358, 255); endShape(); popMatrix(); return get(321, 185, this.w, this.h); }; RedBack.prototype.display = function() { pushMatrix(); scale(this.scale); strokeWeight(1); stroke(this.webColor); line(this.pos.x + this.w * 0.5, this.webY, this.pos.x + this.w * 0.5, this.pos.y + this.yOffset + this.h * 0.5); image(this.img, this.pos.x, this.pos.y + this.yOffset); popMatrix(); }; RedBack.prototype.update = function() { this.yOffset+= 0.6 * this.yDir; if(this.yOffset > 60 || this.yOffset < 0) { this.yDir*= -1; } }; RedBack.prototype.run = function() { this.update(); this.display(); };.........完整代码请登录后点击上方下载按钮下载查看
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