搜索
首页web前端H5教程Html5 Canvas实现斗地主游戏的示例代码分析

现在我看了html5以及canvas相关知识和斗地主的demo后,自己用demo上的素材试着写了个斗地主,代码没重构好,欢迎赐教。

          话不多说,下面就一步一步解释下吧

          只有一个common.js文件

1、资源类

var Resource = Class.create();
$.extend(Resource.prototype, {
    initialize: function () { },
    Images: [
        { path: 'img/bg1.png', x: 0, y: 0, w: 800, h: 480, data: null, type: 61, visible: true },
        { path: 'img/BeiMian.jpg', x: 320, y: 5, w: 100, h: 121, data: null, type: 62, visible: true },
        { path: 'img/btn.jpg', x: 300, y: 281, w: 140, h: 50, data: null, type: 63, visible: true, text: '开始', textX: 366, textY: 310 },
        { x: 0, y: 0, type: 66, isText: true, visible: false },
        { path: 'img/1.jpg', data: null, type: 16, visible: false },
        { path: 'img/2.jpg', data: null, type: 17, visible: false },
        { path: 'img/3.jpg', data: null, type: 3, visible: false, se: 1 },
        { path: 'img/4.jpg', data: null, type: 4, visible: false, se: 1 },
        { path: 'img/5.jpg', data: null, type: 5, visible: false, se: 1 },
        { path: 'img/6.jpg', data: null, type: 6, visible: false, se: 1 },
        { path: 'img/7.jpg', data: null, type: 7, visible: false, se: 1 },
        { path: 'img/8.jpg', data: null, type: 8, visible: false, se: 1 },
        { path: 'img/9.jpg', data: null, type: 9, visible: false, se: 1 },
        { path: 'img/10.jpg', data: null, type: 10, visible: false, se: 1 },
        { path: 'img/11.jpg', data: null, type: 11, visible: false, se: 1 },
        { path: 'img/12.jpg', data: null, type: 12, visible: false, se: 1 },
        { path: 'img/13.jpg', data: null, type: 13, visible: false, se: 1 },
        { path: 'img/14.jpg', data: null, type: 14, visible: false, se: 1 },
        { path: 'img/15.jpg', data: null, type: 15, visible: false, se: 1 },
        { path: 'img/16.jpg', data: null, type: 3, visible: false, se: 4 },
        { path: 'img/17.jpg', data: null, type: 4, visible: false, se: 4 },
        { path: 'img/18.jpg', data: null, type: 5, visible: false, se: 4 },
        { path: 'img/19.jpg', data: null, type: 6, visible: false, se: 4 },
        { path: 'img/20.jpg', data: null, type: 7, visible: false, se: 4 },
        { path: 'img/21.jpg', data: null, type: 8, visible: false, se: 4 },
        { path: 'img/22.jpg', data: null, type: 9, visible: false, se: 4 },
        { path: 'img/23.jpg', data: null, type: 10, visible: false, se: 4 },
        { path: 'img/24.jpg', data: null, type: 11, visible: false, se: 4 },
        { path: 'img/25.jpg', data: null, type: 12, visible: false, se: 4 },
        { path: 'img/26.jpg', data: null, type: 13, visible: false, se: 4 },
        { path: 'img/27.jpg', data: null, type: 14, visible: false, se: 4 },
        { path: 'img/28.jpg', data: null, type: 15, visible: false, se: 4 },
        { path: 'img/29.jpg', data: null, type: 3, visible: false, se: 3 },
        { path: 'img/30.jpg', data: null, type: 4, visible: false, se: 3 },
        { path: 'img/31.jpg', data: null, type: 5, visible: false, se: 3 },
        { path: 'img/32.jpg', data: null, type: 6, visible: false, se: 3 },
        { path: 'img/33.jpg', data: null, type: 7, visible: false, se: 3 },
        { path: 'img/34.jpg', data: null, type: 8, visible: false, se: 3 },
        { path: 'img/35.jpg', data: null, type: 9, visible: false, se: 3 },
        { path: 'img/36.jpg', data: null, type: 10, visible: false, se: 3 },
        { path: 'img/37.jpg', data: null, type: 11, visible: false, se: 3 },
        { path: 'img/38.jpg', data: null, type: 12, visible: false, se: 3 },
        { path: 'img/39.jpg', data: null, type: 13, visible: false, se: 3 },
        { path: 'img/40.jpg', data: null, type: 14, visible: false, se: 3 },
        { path: 'img/41.jpg', data: null, type: 15, visible: false, se: 3 },
        { path: 'img/42.jpg', data: null, type: 3, visible: false, se: 2 },
        { path: 'img/43.jpg', data: null, type: 4, visible: false, se: 2 },
        { path: 'img/44.jpg', data: null, type: 5, visible: false, se: 2 },
        { path: 'img/45.jpg', data: null, type: 6, visible: false, se: 2 },
        { path: 'img/46.jpg', data: null, type: 7, visible: false, se: 2 },
        { path: 'img/47.jpg', data: null, type: 8, visible: false, se: 2 },
        { path: 'img/48.jpg', data: null, type: 9, visible: false, se: 2 },
        { path: 'img/49.jpg', data: null, type: 10, visible: false, se: 2 },
        { path: 'img/50.jpg', data: null, type: 11, visible: false, se: 2 },
        { path: 'img/51.jpg', data: null, type: 12, visible: false, se: 2 },
        { path: 'img/52.jpg', data: null, type: 13, visible: false, se: 2 },
        { path: 'img/53.jpg', data: null, type: 14, visible: false, se: 2 },
        { path: 'img/54.jpg', data: null, type: 15, visible: false, se: 2 }
    ]
});

Resource.Images是素材数组(几个按钮,文本,54张牌,背景图片等),大家可以下载demo看看
2、Lables类,在Canvas画布上画文本的,比如按钮文字,相关知识请看canvas教程

var Labels = Class.create();
$.extend(Labels.prototype, {
    initialize: function (cxt) {
        this.cxt = cxt;
    },
    setText: function (text, postion) {
        this.cxt.font = 'bold 20px serif';
        this.cxt.fillStyle = '#000000';
        this.cxt.textAlign = 'center';
        this.cxt.fillText(text, postion.x, postion.y);
    }
});

这个类的方法setText主要是根据设置的字体,字体大小,字体颜色,在Canvas上画文本的,this.cxt这个是canvas上下文(每个教程的叫法不一样),首先this.cxt.font = 'bold 20px serif';这个是设置字体大小,样式等,this.cxt.fillStyle = '#000000';这个

是设置字体颜色,this.cxt.textAlign = 'center';这个是设置字体对齐方式,this.cxt.fillText(text, postion.x, postion.y);这个是开始在canvas上画文本,postion.x, postion.y分别是x坐标和y坐标。

3、DdZGame游戏类,主要功能就是初始化斗地主,发牌,抢地主等,出牌未完待续,后续更新

var DdZGame = Class.create();
DdZGame.Statics = { DealedNums: 0, isLeftFirstDeal: true };
$.extend(DdZGame.prototype, {
    initialize: function () {
        DdZGame.Statics.IsGetLander = false;
        DdZGame.Statics.DealTime = 66;
        this.leftPokers = [];
        this.rightPokers = [];
        this.myPokers = [];
        this.LastPokers = [];//最后3张牌

        this.leftPlays = [];
        this.rightPlays = [];
        this.myPlays = [];

        this.myBtnPostion = { y: 245, x: 162 };

        this.isStart = false;

        this.Res = new Resource();

        this.allPokers = new Array();

        this.Lander = 0;//地主,1右边,2My,3左边
        this.isGetLander = {};
        this.GmCanvas = document.getElementById('gmCanvas');


        this.cxt = this.GmCanvas.getContext('2d');
        this.Lbl = new Labels(this.cxt);
        this.init();
        this.initEvt();
    },
    initEvt: function () {
        this.GmCanvas.onclick = $.proxy(function (e) {
            var box = this.GmCanvas.getBoundingClientRect();

            DdZGame.Statics.MousePostion = { x: e.pageX - box.left, y: e.pageY - box.top };
            this.onControlClick();
        }, this);
    },
    onControlClick: function () {
        var isClick = false;
        for (var i = 0; i < this.Controls.length; i++) {
            var c = this.Controls[i];
            var postion = DdZGame.Statics.MousePostion;
            if (c.onClick) {
                if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) {
                    c.onClick();
                    isClick = true;
                    break;
                }
            }
        }
        if (!isClick) {
            for (var i = 0; i < this.myPokers.length; i++) {
                var c = this.myPokers[i];
                var postion = DdZGame.Statics.MousePostion;
                if (c.onClick) {
                    if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) {
                        c.onClick();
                        isClick = true;
                        break;
                    }
                }
            }
        }
    },
    loadImages: function (callback) {
        var loadedNums = 0;
        var totalNums = this.Res.Images.length - 1;
        this.Controls = [];
        $.each(this.Res.Images, $.proxy(function (i, o) {
            if (!o.path) {
                return true;
            }
            o.data = new Image();
            o.data.src = o.path;
            o.data.onload = $.proxy(function () {
                if (o.type <= 17) {
                    this.allPokers.push(o);
                }
                else
                    this.Controls.push(o);


                loadedNums++;
                if (loadedNums >= totalNums) {
                    callback.call(this);
                }
            }, this);
        }, this));
    },
    drawImage: function (callback, isUnVisibleLast) {//isVisibleLast 是否让底牌不可见
        $.each(this.Controls, $.proxy(function (i, o) {
            if (!o.visible)
                return true;
            if (o.type == 62) {
                var x = 0;
                for (var i = 0; i < 54 - DdZGame.Statics.DealedNums ; i++) {
                    if (i == 0) x = o.x;
                    this.cxt.drawImage(o.data, o.x, o.y, o.w, o.h);
                    o.x++;
                }
                o.x = x;
            }
            else if (!o.isText) {
                this.cxt.drawImage(o.data, o.x, o.y, o.w, o.h);
            }
            if (o.type == 63) {
                this.Lbl.setText(o.text, { x: o.textX, y: o.textY });



                if (!o.onClick)
                    o.onClick = $.proxy(function () {
                        o.onClick = null;
                        o.visible = false;
                        this.drawImage();
                        this.Dealing();
                    }, this);
            }

            if (o.type == 66) {
                this.Lbl.setText(o.text, { x: o.x, y: o.y });
            }
        }, this));


        /*克隆*/
        var copyLeftPokers = this.leftPokers.slice();
        var copyRightPokers = this.rightPokers.slice();
        var copyMyPokers = this.myPokers.slice();
        var copyLastPokers = this.LastPokers.slice();

        var isDealEndLeft = false;
        var isDealEndRight = false;
        var isDealEndMy = false;
        var isDealEndLast = false;

        var beiMain = $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0];
        var DrawPokers = function (arry, direction, isBeiMian, identiy, axis) {
            if (arry && arry.length > 0) {
                var o = arry[0];
                var x = 0, y = 0;


                if (!DdZGame.Statics[direction]) {
                    DdZGame.Statics[direction] = this[direction];
                }

                if (!o.x) {
                    x = DdZGame.Statics[direction].x;
                    y = DdZGame.Statics[direction].y;

                    o.x = this[direction].x;
                    o.y = this[direction].y;
                }
                else {
                    x = o.x;
                    y = o.y;
                }


                if (!o.visible) {
                    return true;
                }



                o.w = 18;
                o.h = 129;
                if (arry.length == 1) {
                    o.w = 105;
                    o.h = 150;
                }







                var img = o.data;
                if (isBeiMian) {
                    img = beiMain.data;
                }
                else if (direction == &#39;myPannel&#39;) {
                    o.onClick = $.proxy(function () {
                        if (!this.isStart)
                            return;
                        if (!o.isPlay) {
                            o.isPlay = true;
                            o.y -= 30;
                        }
                        else {
                            o.isPlay = false;
                            o.y += 30;
                        }

                        DdZGame.Statics.DealTime = 0;
                        this.drawImage();
                    }, this);
                }
                this.cxt.drawImage(img, x, y);
                DdZGame.Statics[direction][axis] += identiy;

                arry.splice(0, 1);
                if (DdZGame.Statics.DealTime > 0)
                    DdZGame.Statics[direction + &#39;handle&#39;] = setTimeout($.proxy(function () {
                        DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis);
                    }, this), DdZGame.Statics.DealTime);
                else
                    DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis);
            }
            else if (DdZGame.Statics[direction + &#39;handle&#39;] || DdZGame.Statics.DealTime == 0) {
                clearTimeout(DdZGame.Statics[direction + &#39;handle&#39;]);


                if (direction == &#39;leftPannel&#39; && copyLeftPokers.length == 0) {
                    isDealEndLeft = true;
                }
                if (direction == &#39;rightPannel&#39; && copyRightPokers.length == 0) {
                    isDealEndRight = true;
                }
                if (direction == &#39;myPannel&#39; && copyMyPokers.length == 0) {
                    isDealEndMy = true;
                }
                if (direction == &#39;lastPannel&#39; && copyLastPokers.length == 0) {
                    isDealEndLast = true;
                }
                if (isDealEndLeft && isDealEndRight && isDealEndMy && isDealEndLast) {
                    /*发牌完毕*/
                    /*抢地主*/
                    if (callback)
                        callback();
                }
            }
        };


        DrawPokers.call(this, copyLeftPokers, &#39;leftPannel&#39;, true, 26, &#39;y&#39;);
        DrawPokers.call(this, copyRightPokers, &#39;rightPannel&#39;, true, 26, &#39;y&#39;);
        DrawPokers.call(this, copyMyPokers, &#39;myPannel&#39;, false, 19, &#39;x&#39;);

        DrawPokers.call(this, copyLastPokers, &#39;lastPannel&#39;, isUnVisibleLast, 126, &#39;x&#39;);
    },
    init: function () {
        this.loadImages(this.drawImage);
    },
    Dealing: function () {//发牌        
        this.leftPannel = { x: 5, y: 18 };
        this.rightPannel = { x: 691, y: 18 };
        this.myPannel = { x: 198, y: 330 };
        this.lastPannel = { x: 243, y: 5 };


        if (DdZGame.Statics.DealedNums >= 51) { //发牌完毕 

            $.each(this.allPokers, $.proxy(function (i, o) {
                o.visible = true;
                this.LastPokers.push(o);
            }, this));


            this.myPokers.sort(function (a, b) {
                if (a.type != b.type)
                    return b.type - a.type;
                return b.se - a.se;
            });
            $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0].visible = false;
            this.drawImage($.proxy(function () { this.GetLander(); }, this), true);

        }
        else {
            /*1、left*/
            var index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
            var c = this.allPokers.splice(index, 1);
            c[0].visible = true;
            this.leftPokers.push(c[0]);
            DdZGame.Statics.DealedNums++;

            /*2、right*/
            index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
            c = this.allPokers.splice(index, 1);
            c[0].visible = true;
            this.rightPokers.push(c[0]);
            DdZGame.Statics.DealedNums++;

            index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
            c = this.allPokers.splice(index, 1);
            c[0].visible = true;
            this.myPokers.push(c[0]);
            DdZGame.Statics.DealedNums++;

            this.Dealing();
        }
    },
    GetLander: function (firstGet, minScore, curScore) {
        /*随机出谁先叫地主*/

        //if (curScore && !this.isGetLander[1] && !this.isGetLander[2] && !this.isGetLander[3]) {
        //    //**Game Over !
        //    alert(&#39;无人抢地主&#39;);
        //    return;
        //}


        var postion = { 1: { y: 100, x: 640 }, 3: { y: 100, x: 126 }, 2: { x: 216, y: 297 } };
        if (!curScore) {
            if (!minScore)
                minScore = 1;
            if (!firstGet)
                firstGet = Math.floor(Math.random() * (3 - 1 + 1) + 1);
            if (firstGet == 1 || firstGet == 3) {  //电脑抢地主
                if (this.isGetLander[firstGet] == -1 || this.isGetLander[firstGet]) {
                    $.each(this.Controls, $.proxy(function (i, o) {
                        if (o.Lander) {
                            o.visible = false;
                        }
                    }, this));

                    var max = 0;
                    if (this.isGetLander[1] > this.isGetLander[2]) {
                        max = this.isGetLander[1];
                        this.Lander = 1;
                    }
                    else {
                        max = this.isGetLander[2];
                        this.Lander = 2;
                    }
                    if (max < this.isGetLander[3]) {
                        max = this.isGetLander[3];
                        this.Lander = 3;
                    }
                    if (max == 0) {
                        alert(&#39;Game Over !&#39;);
                        return;
                    }

                    var txt = max + &#39;分&#39;;
                    var t = {};
                    var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
                    $.extend(t, tObj);//复制对象
                    if (this.CurScore == 4) {
                        txt = &#39;不抢&#39;;
                    }
                    t.text = txt;
                    t.x = postion[this.Lander].x;
                    t.y = postion[this.Lander].y;
                    t.visible = true;
                    this.Controls.push(t);



                    //this.drawImage($.proxy(function () {

                    //    this.FanDiPai(this.Lander);
                    //}, this));
                    this.FanDiPai(this.Lander);
                    return;
                }
                console.log(&#39;电脑抢地主&#39;);
                this.CurScore = Math.floor(Math.random() * (4 - minScore + 1) + minScore);

                this.isGetLander[firstGet] = this.CurScore == 4 ? -1 : this.CurScore;

                var txt = this.CurScore + &#39;分&#39;;
                var t = {};
                var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
                $.extend(t, tObj);//复制对象
                if (this.CurScore == 4) {
                    txt = &#39;不抢&#39;;
                }

                t.text = txt;
                t.x = postion[firstGet].x;
                t.y = postion[firstGet].y;
                t.visible = true;

                this.Controls.push(t);

                if (this.CurScore == 3) {
                    this.Lander = firstGet;
                    //DdZGame.Statics.IsGetLander = true;
                    //DdZGame.Statics.DealTime = 0;

                    var dz = {};
                    $.extend(dz, tObj);//复制对象
                    dz.text = &#39;地主&#39;;
                    dz.x = t.x + 30;
                    dz.y = t.y;
                    dz.visible = true;

                    this.Controls.push(dz);

                    //this.drawImage($.proxy(function () { this.Play(this.Lander, &#39;电脑地主&#39;); }, this));//电脑抢到地主优先出牌
                    this.FanDiPai(this.Lander);
                    return;
                }
                else {
                    if (this.CurScore == 4) {
                        var test = &#39;abcdefg&#39;;
                    }
                    var nextGet = firstGet == 1 ? 2 : 1;
                    minScore = this.CurScore == 4 ? minScore : this.CurScore + 1;
                    this.CurScore = this.CurScore == 4 ? 0 : this.CurScore;


                    DdZGame.Statics.DealTime = 0;
                    this.drawImage($.proxy(function () { this.GetLander(nextGet, minScore); }, this), true);//电脑抢到地主优先出牌
                    return;
                }
            }
        }
        if (curScore) {
            /*代码写的很垃圾,这点没用面向对象*/
            /*My已经叫过地主,按钮需要隐藏*/
            $.each(this.Controls, $.proxy(function (i, o) {
                if (o.Lander) {
                    o.visible = false;
                }
            }, this));

            this.CurScore = curScore;
            var txt = this.CurScore + &#39;分&#39;;
            var t = {};
            var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
            $.extend(t, tObj);//复制对象
            if (this.CurScore == 4) {
                txt = &#39;不抢&#39;;
            }
            t.text = txt;
            t.x = postion[2].x;
            t.y = postion[2].y;
            t.visible = true;
            this.Controls.push(t);

            this.isGetLander[2] = curScore == 4 ? -1 : curScore;

            if (this.CurScore == 3 || (this.isGetLander[1] && this.isGetLander[3] && this.CurScore != 4)) {
                this.Lander = 2;
                //DdZGame.Statics.IsGetLander = true;
                //DdZGame.Statics.DealTime = 0;

                var dz = {};
                $.extend(dz, tObj);//复制对象
                dz.text = &#39;地主&#39;;
                dz.x = t.x + 50;
                dz.y = t.y;
                dz.visible = true;

                this.Controls.push(dz);

                //this.drawImage($.proxy(function () { this.Play(this.Lander, &#39;我是地主&#39;); }, this), false);//电脑抢到地主优先出牌
                this.FanDiPai(this.Lander);
                return;
            }
            else {
                minScore = this.CurScore == 4 ? minScore : this.CurScore + 1;
                this.CurScore = this.CurScore == 4 ? 0 : this.CurScore;
                if (!this.isGetLander[3]) {
                    DdZGame.Statics.DealTime = 0;
                    this.drawImage($.proxy(function () { this.GetLander(3, minScore) }, this), true);
                    return;
                }
                else {  //已经转了一圈,则比较抢地主的分数大小
                    var max = 0;
                    if (this.isGetLander[1] > this.isGetLander[2]) {
                        max = this.isGetLander[1];
                        this.Lander = 1;
                    }
                    else {
                        max = this.isGetLander[2];
                        this.Lander = 2;
                    }
                    if (max < this.isGetLander[3]) {
                        max = this.isGetLander[3];
                        this.Lander = 3;
                    }
                    if (max == 0) {
                        alert(&#39;Game Over !&#39;);
                        return;
                    }

                    var txt = &#39;地主&#39;;
                    var t = {};
                    var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
                    $.extend(t, tObj);//复制对象                   
                    t.text = txt;
                    t.x = postion[this.Lander].x;
                    t.y = postion[this.Lander].y;
                    if (this.Lander != 2) {
                        t.x += 30;
                    }
                    else {
                        t.x += 50;
                    }
                    t.visible = true;
                    this.Controls.push(t);


                    //DdZGame.Statics.DealTime = 0;
                    //this.drawImage($.proxy(function () { this.Play(this.Lander, &#39;抢地主啊&#39;); }, this), false);
                    this.FanDiPai(this.Lander);
                    return;
                }
            }
        }
        else if (this.isGetLander[2] == -1 || this.isGetLander[2]) {
            $.each(this.Controls, $.proxy(function (i, o) {
                if (o.Lander) {
                    o.visible = false;
                }
            }, this));

            var max = 0;
            if (this.isGetLander[1] > this.isGetLander[2]) {
                max = this.isGetLander[1];
                this.Lander = 1;
            }
            else {
                max = this.isGetLander[2];
                this.Lander = 2;
            }
            if (max < this.isGetLander[3]) {
                max = this.isGetLander[3];
                this.Lander = 3;
            }
            if (max == 0) {
                alert(&#39;Game Over !&#39;);
                return;
            }

            var txt = max + &#39;分&#39;;
            var t = {};
            var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
            $.extend(t, tObj);//复制对象
            if (this.CurScore == 4) {
                txt = &#39;不抢&#39;;
            }
            t.text = txt;
            t.x = postion[this.Lander].x;
            t.y = postion[this.Lander].y;
            t.visible = true;
            this.Controls.push(t);


            //DdZGame.Statics.DealTime = 0;
            //this.drawImage($.proxy(function () { this.Play(this.Lander, &#39;抢地主啊&#39;); }, this), false);
            this.FanDiPai(this.Lander);
            return;
        }
        //if (DdZGame.Statics.IsGetLander) {
        //    return;
        //}
        //DdZGame.Statics.IsGetLander = true;//是否在抢地主
        console.log(&#39;我抢地主&#39;);
        var btnObj = $.grep(this.Res.Images, $.proxy(function (o, i) {
            return o.type == 63;
        }, this))[0];
        if (!this.CurScore) {
            this.CurScore = 0;
        }
        var txtX = 0;
        for (var i = 1; i <= 3; i++) {
            if (i > this.CurScore) {
                var btn = {};
                $.extend(btn, btnObj);
                btn.text = i + &#39;分&#39;;
                btn.x = this.myBtnPostion.x;
                btn.y = this.myBtnPostion.y;
                btn.visible = true;
                btn.type = 63;
                btn.textX = this.myBtnPostion.x + 30;
                btn.textY = 286;
                btn.h = 50;
                btn.w = 81;
                btn.Lander = true;
                btn.onClick = (function (i, obj) { return function () { obj.GetLander(3, i + 1, i); }; })(i, this)
                DdZGame.Statics.DealTime = 0;
                this.Controls.push(btn);
                this.myBtnPostion.x += btn.w + 10;
            }
        }
        if (DdZGame.Statics.DealTime == 0) {
            var btn = {};
            $.extend(btn, btnObj);
            btn.text = &#39;不抢&#39;;
            btn.x = this.myBtnPostion.x;
            btn.y = this.myBtnPostion.y;
            btn.visible = true;
            btn.type = 63;
            btn.textX = this.myBtnPostion.x + 30;
            btn.textY = 286;
            btn.h = 50;
            btn.w = 81;
            btn.Lander = true;
            btn.onClick = $.proxy(function () { this.GetLander(3, minScore, 4); }, this);
            this.Controls.push(btn);
            this.drawImage(null, true);
        }
    },
    FanDiPai: function (lander) {//翻底牌
        DdZGame.Statics.DealTime = 0;
        var p = &#39;&#39;;
        if (lander == 1) {
            p = &#39;rightPokers&#39;;
        }
        else if (lander == 2) {
            p = &#39;myPokers&#39;;
        }
        else if (lander == 3) {
            p = &#39;leftPokers&#39;;
        }
        /*谁抢到地主,底牌归谁*/
        $.each(this.LastPokers, $.proxy(function (i, o) {
            var c = {};
            $.extend(c, o);
            c.x = null;
            c.y = null;
            this[p].push(c);
            test = c.path;
        }, this));
        if (lander == 2) {
            this.myPokers.sort(function (a, b) {
                a.x = null;
                a.y = null;
                b.x = null;
                b.y = null;
                if (a.type != b.type)
                    return b.type - a.type;
                return b.se - a.se;
            });
            this.myPannel = { x: 198, y: 330 };
            DdZGame.Statics[&#39;myPannel&#39;] = null;
        }
        this.drawImage($.proxy(function () { this.isStart = true; this.Play(lander, &#39;是地主啊&#39;); }, this), false);
    },
    Play: function (lander, msg) {//出牌
        //alert(&#39;&#39;);
    }
});


View Code

initialize:这个函数构造函数,初始化一些起始变量

initEvt这个里是初始化canvas事件,canvas点击事件不像svg那样,因为canvas是一帧一帧画上去的,html dom里是看不到里面的每个元素,javascript自然也无法获取到canvas里的某个元素,那canvas元素点击事件是怎么处理的了?

首先定义下canvas这个画布的事件,然后定义获取鼠标的坐标,再算出在canvas相对坐标,因为每个元素也都有自己的坐标和宽高,所以可以根据这个坐标判断这个坐标是否在某个元素内。

onControlClick:这个函数是根据上面算出的坐标,判断此坐标在哪个元素内,如果在元素内,并且定义了onclick函数(注:此处并不是真正的元素事件,只是对象的一个函数属性),然后调用onclick函数,执行相应的代码。

loadImages:这个是加载所有图片,图片加载完成之后,就开始在canvas上画初始的元素。

init:这个函数就是调用loadImages函数,然后所有图片加载完毕之后,调用回调函数,在canvas上画初始的元素

Dealing :这个是发牌,每方的牌都是随机的,if(DdZGame.Statics.DealedNums >= 51)发了51张牌之后,就剩3张底牌,然后再把这51张牌和3张底牌画在canvas上

GetLander :这个是抢地主,谁先抢地主是随机的,如果是先随机到电脑抢地主,那抢地主的分数也是随机的。

以上是Html5 Canvas实现斗地主游戏的示例代码分析的详细内容。更多信息请关注PHP中文网其他相关文章!

声明
本文内容由网友自发贡献,版权归原作者所有,本站不承担相应法律责任。如您发现有涉嫌抄袭侵权的内容,请联系admin@php.cn
H5和HTML5之间的连接:相似性和差异H5和HTML5之间的连接:相似性和差异Apr 24, 2025 am 12:01 AM

H5和HTML5是不同的概念:HTML5是HTML的一个版本,包含新元素和API;H5是基于HTML5的移动应用开发框架。HTML5通过浏览器解析和渲染代码,H5应用则需要容器运行并通过JavaScript与原生代码交互。

H5代码的基础:密钥元素及其目的H5代码的基础:密钥元素及其目的Apr 23, 2025 am 12:09 AM

HTML5的关键元素包括、、、、、等,用于构建现代网页。1.定义头部内容,2.用于导航链接,3.表示独立文章内容,4.组织页面内容,5.展示侧边栏内容,6.定义页脚,这些元素增强了网页的结构和功能性。

HTML5和H5:了解常见用法HTML5和H5:了解常见用法Apr 22, 2025 am 12:01 AM

HTML5和H5没有区别,H5是HTML5的简称。1.HTML5是HTML的第五个版本,增强了网页的多媒体和交互功能。2.H5常用于指代基于HTML5的移动网页或应用,适用于各种移动设备。

HTML5:现代网络的基础(H5)HTML5:现代网络的基础(H5)Apr 21, 2025 am 12:05 AM

HTML5是超文本标记语言的最新版本,由W3C标准化。HTML5引入了新的语义化标签、多媒体支持和表单增强,提升了网页结构、用户体验和SEO效果。HTML5引入了新的语义化标签,如、、、等,使网页结构更清晰,SEO效果更好。HTML5支持多媒体元素和,无需第三方插件,提升了用户体验和加载速度。HTML5增强了表单功能,引入了新的输入类型如、等,提高了用户体验和表单验证效率。

H5代码:编写清洁有效的HTML5H5代码:编写清洁有效的HTML5Apr 20, 2025 am 12:06 AM

如何写出干净高效的HTML5代码?答案是通过语义化标签、结构化代码、性能优化和避免常见错误。1.使用语义化标签如、等,提升代码可读性和SEO效果。2.保持代码结构化和可读性,使用适当缩进和注释。3.优化性能,通过减少不必要的标签、使用CDN和压缩代码。4.避免常见错误,如标签未闭合,确保代码有效性。

H5:如何增强网络上的用户体验H5:如何增强网络上的用户体验Apr 19, 2025 am 12:08 AM

H5通过多媒体支持、离线存储和性能优化提升网页用户体验。1)多媒体支持:H5的和元素简化开发,提升用户体验。2)离线存储:WebStorage和IndexedDB允许离线使用,提升体验。3)性能优化:WebWorkers和元素优化性能,减少带宽消耗。

解构H5代码:标签,元素和属性解构H5代码:标签,元素和属性Apr 18, 2025 am 12:06 AM

HTML5代码由标签、元素和属性组成:1.标签定义内容类型,用尖括号包围,如。2.元素由开始标签、内容和结束标签组成,如内容。3.属性在开始标签中定义键值对,增强功能,如。这些是构建网页结构的基本单位。

了解H5代码:HTML5的基本原理了解H5代码:HTML5的基本原理Apr 17, 2025 am 12:08 AM

HTML5是构建现代网页的关键技术,提供了许多新元素和功能。1.HTML5引入了语义化元素如、、等,增强了网页结构和SEO。2.支持多媒体元素和,无需插件即可嵌入媒体。3.表单增强了新输入类型和验证属性,简化了验证过程。4.提供了离线和本地存储功能,提升了网页性能和用户体验。

See all articles

热AI工具

Undresser.AI Undress

Undresser.AI Undress

人工智能驱动的应用程序,用于创建逼真的裸体照片

AI Clothes Remover

AI Clothes Remover

用于从照片中去除衣服的在线人工智能工具。

Undress AI Tool

Undress AI Tool

免费脱衣服图片

Clothoff.io

Clothoff.io

AI脱衣机

Video Face Swap

Video Face Swap

使用我们完全免费的人工智能换脸工具轻松在任何视频中换脸!

热工具

SublimeText3 英文版

SublimeText3 英文版

推荐:为Win版本,支持代码提示!

记事本++7.3.1

记事本++7.3.1

好用且免费的代码编辑器

SublimeText3汉化版

SublimeText3汉化版

中文版,非常好用

mPDF

mPDF

mPDF是一个PHP库,可以从UTF-8编码的HTML生成PDF文件。原作者Ian Back编写mPDF以从他的网站上“即时”输出PDF文件,并处理不同的语言。与原始脚本如HTML2FPDF相比,它的速度较慢,并且在使用Unicode字体时生成的文件较大,但支持CSS样式等,并进行了大量增强。支持几乎所有语言,包括RTL(阿拉伯语和希伯来语)和CJK(中日韩)。支持嵌套的块级元素(如P、DIV),

禅工作室 13.0.1

禅工作室 13.0.1

功能强大的PHP集成开发环境