[JavaScript游戏开发] Q版地图上让英雄、地图都动起来

系列文章目录

第一章 2D二维地图绘制、人物移动、障碍检测
第二章 跟随人物二维动态地图绘制、自动寻径、小地图显示(人物红点显示)
第三章 绘制冰宫宝藏地图、人物鼠标点击移动、障碍检测
第四章 绘制Q版地图、键盘上下左右地图场景切换
第五章 Q版地图上让英雄、地图都动起来



前言

本章内容在第一章【2D二维地图绘制、人物移动、障碍检测】、第四章【绘制Q版地图、键盘上下左右地图场景切换】的基础上进行了升级,因此带大家回顾下这两章的内容

  • 使用JavaScript绘制简单的二维地图(第一章实现)
    采用二维数组存储地图信息,使用表格绘制地图,每个td单元格存储数据
  • 键盘上下左右控制(第一章实现,本章节增加地图层控制)
    使用JavaScript keyPress键盘事件监听WASD键,按键触发时人物做出相应操作
  • 障碍物碰撞检测(采用格子碰撞检测,第一章实现)
    人物下一步碰撞到障碍时,提示遇到障碍,终止人物运动
  • 增加地图层(第四章实现)
    地图层与数据层(二维网格、人物)分离;主地图在初始化时加载,显示可视区域
  • 人物、地图跟随变动
    保持人物在地图中心,检测特殊情况( 进入边界内时保持地图不动、人物运动)

一、本章节效果图

请添加图片描述

二、任务拆解

在第四章基础上继续添加任务
1、准备【物料层】,设置为地图图片高、宽, 计算物料层2D网格的行、列
2、设置物料层可视区域的行、列;
3、调整地图和英雄的步骤跨度一致;
4、在键盘上下左右事件里,增加英雄动作的逻辑,融合英雄、地图的移动逻辑,增加边界检测
5、看看最终效果

2.1、准备【物料层】

2.1.1、在可视窗口里加载地图

<div style="width: 95%; height: 95%; position: absolute; background-color: red; overflow: hidden;  " id="parentDiv">
    <div style="z-index: 1; height: 2480px; width: 3280px"  id="mapDiv" >
        <table class="main bg" id="map1001"></table>
    </div>
</div>

<style>

    table.main  {
      
      
        border-collapse: collapse;
    }

    table.main td {
      
      
        /*border: 0.5px red solid;*/  //调试地图时可开启
        width: 79px;
        height: 79px;
    }
</style>

2.1.2、加载英雄对象

    <script>
    // 英雄对象
     var hero = {
      
      
         currentPoint : [4, 6],   //初始化英雄的位置是 4,6
     }
     </script>

2.1.3、 加载物料

导入物料js
<script src="../js/item.js"></script>

item.js

// 物品
var item = {
    
    };

item.initItem = function (){
    
    
    item.empty = 0;   //空地或草坪
    item.stone = 1;   //石头的标记是1
    item.factory = 2; //工厂
    item.girl = 3;  //女子
    item.girl_01 = 4; //女孩
    item.kt = 5; //空投大礼包
    item.lz = 6; //路障
    item.pz = 7; //喷子
    item.zz = 8; //沼泽
    item.hero = 9;   //英雄的标记是9
    item.heroHasPath = 10;   //自动寻径的英雄标记是10
    item.wdss = 11;  //僵尸的标记是11
    item.lzAndempty = 12;  //空白的路障
    item.datas = [];  // 物品的图片集合

    var itemPrefixPath = "../img/item/";
    item.datas[0] = "";  // 可行走的路径
    item.datas[1] = itemPrefixPath + "stone.png";
    item.datas[2] = itemPrefixPath + "gc.png";
    item.datas[3] = itemPrefixPath + "girl.png";
    item.datas[4] = itemPrefixPath + "girl.bmp";
    item.datas[5] = itemPrefixPath + "kt.png";
    item.datas[6] = itemPrefixPath + "lz.png";
    item.datas[7] = itemPrefixPath + "pz.png";
    item.datas[8] = itemPrefixPath + "zz.png";
    item.datas[9] = itemPrefixPath + "/spine/hero002.gif";
    item.datas[10] = itemPrefixPath + "/spine/tank.gif";
    item.datas[11] = itemPrefixPath + "wdss.gif";
    item.datas[12] = "";  //看不见的路障
}


2.1.4、 编辑地图数据

根据地图绘制可行走路径,

	/**
         * 加载地图数据
         * 0 可走的路径
         * 12 看不见的路障
         * @type {number[]}
         */
        var mapData = [
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0, 12, 12, 12, 12, 12 ],
            [12, 12, 12,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12, 12 ],
            [12, 12, 12,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12 ],
            [12, 12, 12,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12 ],
            [12, 12,  0,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12,  0,  0, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0,  0, 12, 12,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0, 12, 12,  0,  0,  0,  0,  0, 12, 12,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0, 12,  0, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0, 12,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12,  0,  0, 12,  0,  0,  0, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0, 12,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12,  0, 12,  0,  0,  0, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0, 12, 12, 12, 12,  0, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0, 12, 12,  0,  0,  0,  0, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0, 12, 12, 12,  0, 12, 12,  0, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12,  0, 12, 12,  0, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0, 12, 12,  0,  0,  0,  0,  0,  0, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0, 12, 12,  0,  0,  0,  0,  0,  0,  0, 12, 12,  0,  0,  0,  0,  0,  0, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0, 12, 12,  0,  0,  0,  0,  0,  0, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12, 12, 12, 12,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0, 12, 12,  0,  0,  0,  0,  0,  0, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0, 12, 12,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12,  0, 12,  0,  0,  0,  0, 12,  0,  0,  0,  0, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0, 12,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0,  0,  0,  0,  0,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12,  0, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12 ],
            [12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12 ]
        ]

2.2、设置物料层可视区域的行、列

1、加载物料到地图对象里
2、设置可视区域的行、列
3、增加英雄与上下边框的距离计算方法
4、增加英雄与左右边框的距离计算方法

	// 地图对象
    var mapObj = {
    
    
         data: mapData,  //地图上的物品数据
         // 设定地图最大的高度
         maxRow: 8,
         // 地图的行
         row: function (){
    
    
             return mapObj.data.length > this.maxRow ? this.maxRow : mapObj.data.length
         },

         // 设定地图最大的列
         maxCol: 12,
         //地图的列
         col: function (){
    
    
             return mapObj.data[0].length > this.maxCol ? this.maxCol : mapObj.data[0].length;
         },

         // 英雄与上下边框的距离
         heroMarginTop: function () {
    
    
           return  Math.floor( this.row() / 2)
         },
         // 英雄与左右边框的距离
         heroMarginLeft: function () {
    
    
             return  Math.floor( this.col() / 2)
         },

     }

2.3、调整地图和英雄的步骤跨度一致

	var stepDistance = 80;   // td的高、宽也设置成80或79px

2.4、在键盘上下左右事件里,增加英雄动作的逻辑,融合英雄、地图的移动逻辑,增加边界检测

在这里插入图片描述
1、在body标签上增加键盘事件
2、在文档准备好之后开始执行初始化方法
3、定义游戏窗口层、游戏地图层,并渲染页面
4、定义 键盘上下左右事件
5、在第四章基础上,上下左右事件里增加英雄动作的逻辑,融合英雄、地图的移动逻辑
6、增加双重地图检测,保持英雄在地图的中心位置(地图、英雄一起移动)
7、增加英雄边界检测(英雄在边界内时,只移动人物,不移动地图)
8、简单的碰撞检测,下一步到达的目标只有是空地的情况,英雄才能移动

		<body onkeydown="keydown(event)">
		</body>

   		//文档准备好之后开始执行
        window.onload = function () {
    
    
            init();
        }
		/**
         * 定义游戏窗口层、游戏地图层,并渲染页面
         */
        function init() {
    
    

            // 定义游戏窗口层
            parentDivEle = document.getElementById("parentDiv");
            // 定义游戏地图层
            mapDivEle = document.getElementById('mapDiv');
            // 获取 1001地图 Dom元素
            mapDiv = document.getElementById("map1001");

            parentDivEle.style.width =  (mapObj.col() + 1) * stepDistance  + "px";
            parentDivEle.style.height = (mapObj.row() + 1) * stepDistance + "px";

            item.initItem();

            //二维数组里,去初始化熊猫的位置
            mapObj.data[hero.currentPoint[0]][hero.currentPoint[1]] = item.hero;

            loadData();
        }

        /**
         * 人物移动方法
         * @param point
         */
        function operateHero(point) {
    
    
            mapObj.data[hero.currentPoint[0]][hero.currentPoint[1]] = item.hero
            mapObj.data[point[0]][point[1]] = item.empty
            loadData();
        }


        /**
         *  渲染地图
         * @param mapData
         */
        function loadData() {
    
    
            // 加载地图
            mapDivEle.style.background= 'url("../img/item/bg/os.jpg")';

            //渲染一行 row 列的数据
            var mapHTML = "";
            for (var i = 0; i < mapObj.data.length; i++) {
    
    
                mapHTML += "<tr>";
                for (var j = 0; j < mapObj.data[0].length ;j++) {
    
    
                    if (mapObj.data[i][j] == item.empty) {
    
       //只有点击路,才能自动寻径
                        mapHTML += "<td οnclick='tdClick(" + i + "," + j + ")'></td>";
                    } else if(  mapObj.data[i][j] == item.lzAndempty ) {
    
    
                        mapHTML += "<td></td>";
                    } else {
    
    
                        mapHTML += '<td><img src="'+ item.datas[mapObj.data[i][j]] +'" style="width: 100%; height: 100%; border-radius: 0%;" ></td>';
                    }
                }
                mapHTML += "</tr>";
            }
            // 渲染大地图
            mapDiv.innerHTML = mapHTML;
        }


        /**
         * 定义 键盘上下左右事件
         * 并判断边界
         * @param e
         */
        var keydown = function (e) {
    
    
            if (e.keyCode == 37) {
    
    
                console.log("向左")
                if( Number(mapDivEle.style.marginLeft.replaceAll("px", "")) - stepDistance < 0 ) {
    
    

                    var point = hero.currentPoint;
                    var xPoint = hero.currentPoint[1] -1;
                    var yPoint = hero.currentPoint[0];
                    if (checkStone(yPoint, xPoint)) {
    
    
                        console.log("碰撞到障碍了,停止动作")
                        return
                    }
                    console.log("移动后的位置:x:" + xPoint + " , y:" + yPoint)
                    if( xPoint <= (mapObj.data[0].length - mapObj.heroMarginLeft()) && Number(mapDivEle.style.marginLeft.replaceAll("px", "")) ) {
    
    
                        mapDivEle.style.marginLeft = Number(mapDivEle.style.marginLeft.replaceAll("px", "")) + stepDistance + "px";
                    }
                    hero.currentPoint = [yPoint, xPoint]
                    operateHero(point);

                } else {
    
    
                    console.log("超出边界")
                }
            } else if (e.keyCode == 38) {
    
    
                console.log("向上")
                if( Number(mapDivEle.style.marginTop.replaceAll("px", "") ) - stepDistance < 0 ) {
    
    

                    var point = hero.currentPoint;
                    var xPoint = hero.currentPoint[1];
                    var yPoint = hero.currentPoint[0] - 1;
                    if (checkStone(yPoint, xPoint)) {
    
    
                        console.log("碰撞到障碍了,停止动作")
                        return
                    }
                    console.log("移动后的位置:x:" + xPoint + " , y:" + yPoint)
                    if( yPoint <= (mapObj.data.length - mapObj.heroMarginTop()) &&  Number(mapDivEle.style.marginTop.replaceAll("px", "")) < 0 ) {
    
    
                        mapDivEle.style.marginTop = Number(mapDivEle.style.marginTop.replaceAll("px", "")) + stepDistance + "px";
                    }
                    hero.currentPoint = [yPoint, xPoint]
                    operateHero(point);

                } else {
    
    
                    console.log("超出边界")
                }
            } else if (e.keyCode == 39) {
    
    
                console.log("向右")
                if ( (parentDivEle.clientWidth) - mapDivEle.clientWidth <= Number(mapDivEle.style.marginLeft.replaceAll("px", ""))) {
    
    

                    var point = hero.currentPoint;
                    var xPoint = hero.currentPoint[1] + 1;
                    var yPoint = hero.currentPoint[0];
                    if (checkStone(yPoint, xPoint)) {
    
    
                        console.log("碰撞到障碍了,停止动作")
                        return
                    }
                    // 超出边界,只移动英雄, 不移动地图
                    if (  xPoint > mapObj.heroMarginLeft()  && (parentDivEle.clientWidth) - mapDivEle.clientWidth + stepDistance <= Number(mapDivEle.style.marginLeft.replaceAll("px", ""))) {
    
    
                        mapDivEle.style.marginLeft = Number(mapDivEle.style.marginLeft.replaceAll("px", "")) - stepDistance + "px";
                    }

                    console.log( "移动后的x轴距离:" + xPoint * stepDistance);

                    console.log("移动后的位置:x:" + xPoint + " , y:" + yPoint)
                    hero.currentPoint = [yPoint, xPoint]
                    operateHero(point);

                } else {
    
    
                    console.log("超出边界")
                }
            } else if (e.keyCode == 40) {
    
    
                console.log("向下")
                if( (parentDivEle.clientHeight) - mapDivEle.clientHeight  <= Number(mapDivEle.style.marginTop.replaceAll("px", "")) ) {
    
    

                    var point = hero.currentPoint;
                    var xPoint = hero.currentPoint[1];
                    var yPoint = hero.currentPoint[0] + 1;
                    if (checkStone(yPoint, xPoint)) {
    
    
                        console.log("碰撞到障碍了,停止动作")
                        return
                    }
                    console.log("移动后的位置:x:" + xPoint + " , y:" + yPoint)

                    // 超出边界,只移动英雄, 不移动地图
                    if( yPoint > mapObj.heroMarginTop()  &&  (parentDivEle.clientHeight) - mapDivEle.clientHeight + stepDistance <= Number(mapDivEle.style.marginTop.replaceAll("px", "")) ) {
    
    
                        mapDivEle.style.marginTop = Number(mapDivEle.style.marginTop.replaceAll("px", "")) - stepDistance + "px";
                    }
                    hero.currentPoint = [yPoint, xPoint]
                    operateHero(point);

                } else {
    
    
                    console.log("超出边界")
                }
            }

            loadData();
        }

        /**
         * 障碍检测(可加多个障碍条件)
         * @param yPoint
         * @param xPoint
         * @returns {boolean}
         */
        function checkStone(yPoint, xPoint) {
    
    
            return mapObj.data[yPoint][xPoint] != item.empty;
        }

2.5、看看最终效果

2.5.1、荷花池边打卡

在这里插入图片描述

2.5.2、西梁女国打卡

在这里插入图片描述

2.5.3、跑累了在后花园休息

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2.5.4、休息完去大礼堂门口转一转

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2.5.5、最后在后山瞅一眼

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总结

以上就是今天要讲的内容,本文简单介绍Q版地图的绘制,地图/英雄的移动、边界检测,喜欢的同学可以参考第二张把自动寻径加上。
原生JavaScript知识点就到这里结束了,以后前端知识点主要以Vue为主。

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转载自blog.csdn.net/s445320/article/details/132133988