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typescript 简版跳一跳学习typescript,第一步应该是学习官方文档,理解最基础的语法。第二步开始用typescript实现一些js+css 或者canvas类型的游行。现在开始我们用ts写跳一跳 核心点:1.场景的随机创建 2.旗子的跳动 3.落脚点的判断,重点要提及的是射线判断法,参见博客 4.场景平移 5.游戏重置 6.销毁场景外方块 Ts代码: 1 //1.创建底座: 2 //2.创建跳棋: 3 //3.点击移动 4 //4.开始按压动画, 5 //5.放开动画 6 //6.跳动 7 //7.是否跳对 8 //8.移动场景 9 //9.创建新底座 10 module Jump { 11 interface Pos { 12 x: number; 13 y: number; 14 } 15 enum Flag { 16 on, in, out 17 } 18 enum Direction { 19 left, 20 right 21 } 22 let direction: Direction = Direction.right; 23 let diamondsList: diamonds[] = []; 24 let mask: JQuery<HTMLElement> = $(".game-p"); 25 let chess: Chess; 26 let score:number=0; 27 class MathHelp { 28 /** 29 * 返回范围内随机数[min,max] 30 * @param min 最小值 31 * @param max 最大值 32 */ 33 static RandRange(min: number, max: number): number { 34 return Math.floor(Math.random() * (max - min + 1) + min); 35 } 36 /** 37 * 根据角度求对边长度。Math.sin(randian) 38 * @param r 斜边长 39 * @param angle 角度 40 */ 41 static righttriangle(r: number, angle: number): number { 42 return Math.sin(Math.PI / 180 * angle) * r; 43 } 44 /** 45 * 射线法判断点是否在多边形内部 46 * @param p 待判断的点 47 * @param poly 多边形顶点 48 */ 49 static rayCasting(p: Pos, poly: Pos[]): Flag { 50 var px = p.x, 51 py = p.y, 52 flag = false 53 54 for (var i = 0, l = poly.length, j = l - 1; i < l; j = i, i++) { 55 var sx = poly[i].x, 56 sy = poly[i].y, 57 tx = poly[j].x, 58 ty = poly[j].y 59 60 // 点与多边形顶点重合 61 if ((sx === px && sy === py) || (tx === px && ty === py)) { 62 return Flag.on; 63 } 64 65 // 判断线段两端点是否在射线两侧 66 if ((sy < py && ty >= py) || (sy >= py && ty < py)) { 67 // 线段上与射线 Y 坐标相同的点的 X 坐标 68 var x = sx + (py - sy) * (tx - sx) / (ty - sy) 69 70 // 点在多边形的边上 71 if (x === px) { 72 return Flag.on; 73 } 74 75 // 射线穿过多边形的边界 76 if (x > px) { 77 flag = !flag 78 } 79 } 80 } 81 82 // 射线穿过多边形边界的次数为奇数时点在多边形内 83 return flag ? Flag.in : Flag.out; 84 } 85 86 } 87 class diamonds { 88 89 private width: number = 180; 90 private height: number = 180; 91 id: string = "p" + new Date().getTime();; 92 node: JQuery<HTMLElement>; 93 left: number = 0; 94 top: number = 0; 95 constructor(isauto: boolean = true, isRe = true, left: number = 0, top: number = 0) { 96 this.left = left; 97 this.top = top; 98 if (isauto) { 99 100 let dl = MathHelp.RandRange(200, 300); 101 let x = MathHelp.righttriangle(dl, 57); 102 let y = MathHelp.righttriangle(dl, 33); 103 let lastbox = diamondsList[diamondsList.length - 1]; 104 if (isRe) { 105 if (direction == Direction.left) { 106 direction = Direction.right; 107 } else if (direction == Direction.right) { 108 direction = Direction.left; 109 } 110 } 111 if (direction == Direction.right) { 112 this.left = lastbox.left + x; 113 } else { 114 this.left = lastbox.left - x; 115 } 116 this.top = lastbox.top - y; 117 } 118 this.node = $(`<div id='${this.id}' class='gb' style="top:${this.top}px;left:${this.left}px"> 119 <div class='box' style="background:url(img/c${MathHelp.RandRange(1, 4)}.png)"></div> 120 <div class='shadw'></div> 121 </div>`); 122 mask.append(this.node); 123 124 } 125 GetPointList(): Pos[] { 126 var result = [{ 127 x: this.left, 128 y: this.top + 57 129 }, { 130 x: this.left + (this.width / 2), 131 y: this.top + 4 132 }, { 133 x: this.left + this.width, 134 y: this.top + 57 135 }, { 136 x: this.left + (this.width / 2), 137 y: this.top + (57 * 2 - 4) 138 }]; 139 return result; 140 } 141 move(p: Pos) { 142 this.node.css({ 143 left: p.x + "px", 144 top: p.y + "px", 145 transition: "", 146 transform: "" 147 }); 148 } 149 } 150 class Chess { 151 private width: number = 180; 152 private height: number = 182; 153 left: number = 49; 154 top: number = 531; 155 node: JQuery<HTMLElement>; 156 constructor() { 157 158 this.node =$(`<div class="chess gb"></div>`); 159 mask.append(this.node); 160 } 161 jump(pt: Pos, call: Function) { 162 let numb = 0; 163 let t1 = setInterval(() => { 164 165 if (numb == 0) { 166 this.node.animate({ 167 left: pt.x + "px", 168 top: pt.y + "px" 169 }, 504); 170 171 } 172 this.node.css({ 173 "background-position": "-" + this.width * numb + "px" + " 0px" 174 }); 175 numb++; 176 if (numb >= 11) { 177 window.clearInterval(t1); 178 call(); 179 } 180 181 }, 42) 182 183 } 184 GetCenter(): Pos { 185 return { 186 x: this.left + this.width / 2, 187 y: this.top + this.height 188 } 189 } 190 move(p: Pos) { 191 this.node.css({ 192 left: p.x + "px", 193 top: p.y + "px", 194 transition: "", 195 transform: "" 196 }); 197 } 198 } 199 200 class Game { 201 static distince = 0; 202 static time: number; 203 /** 204 * 初始化游戏场景 205 */ 206 static scence() { 207 let d1 = new diamonds(false, false, 50, 650); 208 diamondsList.push(d1); 209 let d = new diamonds(true, false); 210 diamondsList.push(d); 211 Game.loadlisten(); 212 chess = new Chess(); 213 $(".againBtn").on("click",()=>{ 214 //重置 215 Game.GameRest(); 216 217 }); 218 } 219 /** 220 * 重置游戏 221 */ 222 static GameRest(){ 223 $(".gameEnd").css({ 224 "z-index":-1 225 }); 226 diamondsList=[]; 227 score=0; 228 $(".jfb").html(score.toString()); 229 $(".gb").remove(); 230 direction=Direction.right; 231 Game.scence(); 232 233 } 234 static CreateSP() { 235 let d = new diamonds(); 236 diamondsList.push(d); 237 Game.loadlisten(); 238 } 239 private static loadlisten() { 240 document.addEventListener('touchstart', Game.touch, false); 241 document.addEventListener('touchmove', Game.touch, false); 242 document.addEventListener('touchend', Game.touch, false); 243 } 244 private static removelisten() { 245 document.removeEventListener('touchstart', Game.touch, false); 246 document.removeEventListener('touchmove', Game.touch, false); 247 document.removeEventListener('touchend', Game.touch, false); 248 } 249 private static touch(e: Event) { 250 e.preventDefault(); 251 let currentDiamonds = diamondsList[diamondsList.length - 2]; 252 if (e.type == "touchstart") { 253 //挤压形变动画 254 let scaley = 1; 255 let chessy = 0; 256 Game.distince = 0; 257 Game.time = setInterval(() => { 258 if (scaley > 0.7) { 259 scaley -= 0.01; 260 } 261 if (chessy < 30) { 262 chessy++; 263 chess.node.css({ 264 "transform": " scaleX(" + (1 + chessy * 0.006) + ") scaleY(" + (1 - (chessy * 0.007)) + ")" 265 }) 266 } 267 Game.distince++; 268 currentDiamonds.node.css({ 269 "transform-origin": "bottom center", 270 "transform": "scaleY(" + scaley + ")" 271 }); 272 273 }, 50); 274 275 } else if (e.type == "touchend") { 276 //1.底座还原动画 277 //2.旗子动画轨迹 278 //3.落脚点判断 279 //4.场景平移,创建新底座,移除画外底座 280 currentDiamonds.node.css({ 281 "transform": "scaleY(1)" 282 }); 283 clearInterval(Game.time); 284 Game.removelisten(); 285 Game.Jump(Game.distince); 286 287 } 288 } 289 private static Jump(distince: number) { 290 let dl = distince * 17; 291 let x = MathHelp.righttriangle(dl, 57); 292 let y = MathHelp.righttriangle(dl, 33); 293 if (direction == Direction.left) { 294 x = -x; 295 } 296 chess.left = chess.left + x; 297 chess.top = chess.top - y; 298 chess.jump({ x: chess.left, y: chess.top }, () => { 299 let p = chess.GetCenter(); 300 let last = diamondsList[diamondsList.length - 1]; 301 let poly = last.GetPointList(); 302 //判断是否跳在基座上 303 let result = MathHelp.rayCasting(p, poly); 304 if (result == Flag.in) { 305 direction = Math.random() > 0.5 ? 1 : 0; 306 Game.moveblock(); 307 score++; 308 $(".jfb").html(score.toString()); 309 } else { 310 //game over 311 $(".gameEnd").css({ 312 "z-index":999 313 }); 314 $(".score").html(score.toString()); 315 console.log("game over!"); 316 } 317 }) 318 319 } 320 /** 321 * 移动场景 322 */ 323 private static moveblock() { 324 let last = diamondsList[diamondsList.length - 1]; 325 let p1: Pos; 326 let x: number = 0; 327 let y: number = 0; 328 //以左右标准基座为左边平移 329 if (direction == Direction.left) { 330 p1 = { x: 50, y: 650 }; 331 } else { 332 p1 = { x: 400, y: 650 }; 333 } 334 x = p1.x - last.left; 335 y = p1.y - last.top; 336 337 $(".gb").css({ 338 "transform": "translate(" + x + "px," + y + "px)", 339 "transition": "transform 0.9s" 340 }); 341 342 343 setTimeout(() => { 344 //更新class中left,top属性 345 $.each(diamondsList, (a, b) => { 346 b.left = b.left + x; 347 b.top = b.top + y; 348 b.move({ x: b.left, y: b.top }); 349 }); 350 chess.left = chess.left + x; 351 chess.top = chess.top + y; 352 chess.move({ 353 x: chess.left, 354 y: chess.top 355 }); 356 Game.Destroy(); 357 //创建新底座 358 Game.CreateSP(); 359 }, 1100) 360 } 361 //销毁画外的底座 362 private static Destroy(){ 363 diamondsList.forEach((item,i,list)=>{ 364 365 if(item.top>1008){ 366 diamondsList.splice(i,1); 367 $("#"+item.id).remove(); 368 } 369 }) 370 } 371 } 372 Game.scence(); 373 374 }
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