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服飾網(wǎng)站模板設(shè)計(jì)百度搜索引擎怎么弄

服飾網(wǎng)站模板設(shè)計(jì),百度搜索引擎怎么弄,重慶網(wǎng)站備案規(guī)則,移動(dòng)應(yīng)用開發(fā)是什么基于 HTML5 Canvas 制作一個(gè)精美的 2048 小游戲 在這個(gè)快節(jié)奏的生活中,簡單而富有挑戰(zhàn)性的游戲總能給我們帶來樂趣。2048 是一款受歡迎的益智游戲,不僅考驗(yàn)智力,還能讓人回味無窮。今天,我?guī)ьI(lǐng)大家將一起學(xué)習(xí)如何使用 HTML5 Canv…

基于 HTML5 Canvas 制作一個(gè)精美的 2048 小游戲

在這個(gè)快節(jié)奏的生活中,簡單而富有挑戰(zhàn)性的游戲總能給我們帶來樂趣。2048 是一款受歡迎的益智游戲,不僅考驗(yàn)智力,還能讓人回味無窮。今天,我?guī)ьI(lǐng)大家將一起學(xué)習(xí)如何使用 HTML5 Canvas 來制作一個(gè)精美的 2048 小游戲。

一、了解游戲規(guī)則

在深入代碼之前,我們需要了解游戲的基本規(guī)則:

  1. 目標(biāo):通過合并相同的數(shù)字塊,最終達(dá)到2048。
  2. 操作:玩家可以通過上下左右的箭頭鍵控制數(shù)字塊的移動(dòng)。
  3. 生成新塊:每次成功移動(dòng)后,會(huì)隨機(jī)生成一個(gè)“2”或“4”的數(shù)字塊。
  4. 游戲結(jié)束:當(dāng)所有方塊被填滿且無法進(jìn)行任何合并時(shí),游戲結(jié)束。

二、建立 HTML 結(jié)構(gòu)

首先,我們需要搭建游戲的基礎(chǔ) HTML 結(jié)構(gòu)。在 HTML 文件中,引入 Canvas 元素以繪制游戲界面。

<!DOCTYPE html>
<html lang="zh-CN">
<head><meta charset="UTF-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><title>2048 游戲</title><link rel="stylesheet" href="style.css">
</head>
<body><div class="container"><canvas id="gameCanvas"></canvas></div><script src="script.js"></script>
</body>
</html>

三、樣式設(shè)計(jì)

接下來,我們需要為游戲添加一些樣式,使其更具吸引力。我們將在 CSS 文件中設(shè)置按鈕和畫布的樣式。

body {display: flex;justify-content: center;align-items: center;height: 100vh;background-color: #faf8ef;font-family: 'Arial', sans-serif;
}.container {position: relative;
}canvas {border: 2px solid #bbada0;background-color: #eee4da;
}

四、游戲邏輯實(shí)現(xiàn)

在腳本文件中,我們將編寫游戲的核心邏輯,包括初始化游戲、繪制方塊、移動(dòng)操作和合并方塊等。

4.1 初始化

首先,我們需要?jiǎng)?chuàng)建一個(gè)類似于二維數(shù)組的數(shù)字格子,并用隨機(jī)數(shù)填充初始狀態(tài)。

const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');const gridSize = 4;
const tileSize = 100;
canvas.width = gridSize * tileSize;
canvas.height = gridSize * tileSize;let board = Array.from({ length: gridSize }, () => Array(gridSize).fill(0));function initBoard() {addRandomTile();addRandomTile();drawBoard();
}function drawBoard() {ctx.clearRect(0, 0, canvas.width, canvas.height);for (let r = 0; r < gridSize; r++) {for (let c = 0; c < gridSize; c++) {drawTile(r, c);}}
}function drawTile(r, c) {const value = board[r][c];ctx.fillStyle = value !== 0 ? getTileColor(value) : '#ccc0b3';ctx.fillRect(c * tileSize, r * tileSize, tileSize - 10, tileSize - 10);if (value !== 0) {ctx.fillStyle = '#776e65';ctx.font = 'bold 45px Arial';ctx.textAlign = 'center';ctx.textBaseline = 'middle';ctx.fillText(value, c * tileSize + tileSize / 2 - 5, r * tileSize + tileSize / 2);}
}function getTileColor(value) {switch (value) {case 2: return '#eee4da';case 4: return '#ede0c8';case 8: return '#f2b179';case 16: return '#f59563';case 32: return '#f67c5f';case 64: return '#f67c5f';case 128: return '#edcf72';case 256: return '#edcc61';case 512: return '#edc850';case 1024: return '#edc53f';case 2048: return '#edc22e';default: return '#ccc0b3';}
}function addRandomTile() {let emptyCells = [];for (let r = 0; r < gridSize; r++) {for (let c = 0; c < gridSize; c++) {if (board[r][c] === 0) {emptyCells.push({ r, c });}}}if (emptyCells.length) {const { r, c } = emptyCells[Math.floor(Math.random() * emptyCells.length)];board[r][c] = Math.random() < 0.9 ? 2 : 4;}
}

4.2 移動(dòng)與合并方塊

通過鍵盤事件監(jiān)聽來實(shí)現(xiàn)方塊的移動(dòng)和合并,我們定義方向常量,結(jié)合用戶輸入的方向?qū)崿F(xiàn)移動(dòng)和合并的邏輯。

document.addEventListener('keydown', (event) => {switch (event.key) {case 'ArrowUp':moveUp();break;case 'ArrowDown':moveDown();break;case 'ArrowLeft':moveLeft();break;case 'ArrowRight':moveRight();break;}drawBoard();
});function canMergeTiles(r1, c1, r2, c2) {return board[r1][c1] !== 0 && board[r1][c1] === board[r2][c2];
}function moveUp() {for (let c = 0; c < gridSize; c++) {for (let r = 1; r < gridSize; r++) {if (board[r][c] !== 0) {let targetRow = r;while (targetRow > 0 && board[targetRow - 1][c] === 0) {// 向上移動(dòng)board[targetRow - 1][c] = board[targetRow][c];board[targetRow][c] = 0;targetRow--;}if (targetRow > 0 && canMergeTiles(targetRow - 1, c, targetRow, c)) {// 合并方塊board[targetRow - 1][c] *= 2;board[targetRow][c] = 0;}}}}
}function moveDown() {for (let c = 0; c < gridSize; c++) {for (let r = gridSize - 2; r >= 0; r--) {if (board[r][c] !== 0) {let targetRow = r;while (targetRow < gridSize - 1 && board[targetRow + 1][c] === 0) {// 向下移動(dòng)board[targetRow + 1][c] = board[targetRow][c];board[targetRow][c] = 0;targetRow++;}if (targetRow < gridSize - 1 && canMergeTiles(targetRow + 1, c, targetRow, c)) {// 合并方塊board[targetRow + 1][c] *= 2;board[targetRow][c] = 0;}}}}
}function moveLeft() {for (let r = 0; r < gridSize; r++) {for (let c = 1; c < gridSize; c++) {if (board[r][c] !== 0) {let targetCol = c;while (targetCol > 0 && board[r][targetCol - 1] === 0) {// 向左移動(dòng)board[r][targetCol - 1] = board[r][targetCol];board[r][targetCol] = 0;targetCol--;}if (targetCol > 0 && canMergeTiles(r, targetCol - 1, r, targetCol)) {// 合并方塊board[r][targetCol - 1] *= 2;board[r][targetCol] = 0;}}}}
}function moveRight() {for (let r = 0; r < gridSize; r++) {for (let c = gridSize - 2; c >= 0; c--) {if (board[r][c] !== 0) {let targetCol = c;while (targetCol < gridSize - 1 && board[r][targetCol + 1] === 0) {// 向右移動(dòng)board[r][targetCol + 1] = board[r][targetCol];board[r][targetCol] = 0;targetCol++;}if (targetCol < gridSize - 1 && canMergeTiles(r, targetCol + 1, r, targetCol)) {// 合并方塊board[r][targetCol + 1] *= 2;board[r][targetCol] = 0;}}}}
}

五、完善游戲體驗(yàn)

在游戲邏輯實(shí)現(xiàn)后,我們需要添加分?jǐn)?shù)計(jì)算、勝利和失敗的提示,以及重新開始游戲的功能。這些都將進(jìn)一步提升游戲體驗(yàn)。

5.1 分?jǐn)?shù)系統(tǒng)

我們?yōu)橛螒蛱砑臃謹(jǐn)?shù)系統(tǒng),每次合并方塊時(shí)更新分?jǐn)?shù)。

let score = 0;function mergeTiles(r1, c1, r2, c2) {if (board[r1][c1] === board[r2][c2]) {board[r1][c1] *= 2;score += board[r1][c1];board[r2][c2] = 0;}
}

5.2 結(jié)束提示

當(dāng)玩家沒有可移動(dòng)的方塊時(shí),可以彈出提示框告知游戲結(jié)束。

function checkGameOver() {for (let r = 0; r < gridSize; r++) {for (let c = 0; c < gridSize; c++) {if (board[r][c] === 0) {return false; // 還有空格}if (c < gridSize - 1 && canMergeTiles(r, c, r, c + 1)) {return false; // 可以合并}if (r < gridSize - 1 && canMergeTiles(r, c, r + 1, c)) {return false; // 可以合并}}}return true; // 游戲結(jié)束
}function showGameOver() {alert('游戲結(jié)束!您的得分是:' + score);
}

結(jié)論

現(xiàn)在,您應(yīng)該對如何使用 HTML5 Canvas 制作一個(gè) 2048 小游戲有了更詳細(xì)的了解。從簡單的 UI 設(shè)計(jì)到移動(dòng)和合并方塊的邏輯實(shí)現(xiàn),每一步都至關(guān)重要。雖然本文未能詳細(xì)說明所有代碼,但希望您能根據(jù)提供的思路和示例進(jìn)行深入探索和實(shí)現(xiàn)。創(chuàng)建游戲是一項(xiàng)有趣且富有成就感的工作,快去嘗試制作您自己的 2048 小游戲吧!

完整代碼

HTML (index.html)

<!DOCTYPE html>
<html lang="zh-CN">
<head><meta charset="UTF-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><title>2048 游戲</title><link rel="stylesheet" href="style.css">
</head>
<body><div class="container"><canvas id="gameCanvas"></canvas></div><script src="script.js"></script>
</body>
</html>

CSS (style.css)

body {display: flex;justify-content: center;align-items: center;height: 100vh;background-color: #faf8ef;font-family: 'Arial', sans-serif;
}.container {position: relative;
}canvas {border: 2px solid #bbada0;background-color: #eee4da;
}

JavaScript (script.js)

const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');const gridSize = 4;
const tileSize = 100;
canvas.width = gridSize * tileSize;
canvas.height = gridSize * tileSize;let board = Array.from({ length: gridSize }, () => Array(gridSize).fill(0));
let score = 0;initBoard();function initBoard() {addRandomTile();addRandomTile();drawBoard();
}function drawBoard() {ctx.clearRect(0, 0, canvas.width, canvas.height);for (let r = 0; r < gridSize; r++) {for (let c = 0; c < gridSize; c++) {drawTile(r, c);}}// 顯示分?jǐn)?shù)ctx.fillStyle = '#776e65';ctx.font = 'bold 20px Arial';ctx.textAlign = 'center';ctx.fillText('Score: ' + score, canvas.width / 2, canvas.height - 20);
}function drawTile(r, c) {const value = board[r][c];ctx.fillStyle = value !== 0 ? getTileColor(value) : '#ccc0b3';ctx.fillRect(c * tileSize, r * tileSize, tileSize - 10, tileSize - 10);if (value !== 0) {ctx.fillStyle = '#776e65';ctx.font = 'bold 45px Arial';ctx.textAlign = 'center';ctx.textBaseline = 'middle';ctx.fillText(value, c * tileSize + tileSize / 2 - 5, r * tileSize + tileSize / 2);}
}function getTileColor(value) {switch (value) {case 2: return '#eee4da';case 4: return '#ede0c8';case 8: return '#f2b179';case 16: return '#f59563';case 32: return '#f67c5f';case 64: return '#f67c5f';case 128: return '#edcf72';case 256: return '#edcc61';case 512: return '#edc850';case 1024: return '#edc53f';case 2048: return '#edc22e';default: return '#ccc0b3';}
}function addRandomTile() {let emptyCells = [];for (let r = 0; r < gridSize; r++) {for (let c = 0; c < gridSize; c++) {if (board[r][c] === 0) {emptyCells.push({ r, c });}}}if (emptyCells.length) {const { r, c } = emptyCells[Math.floor(Math.random() * emptyCells.length)];board[r][c] = Math.random() < 0.9 ? 2 : 4;}
}document.addEventListener('keydown', (event) => {let moved = false;switch (event.key) {case 'ArrowUp':moved = moveUp();break;case 'ArrowDown':moved = moveDown();break;case 'ArrowLeft':moved = moveLeft();break;case 'ArrowRight':moved = moveRight();break;}if (moved) {addRandomTile();drawBoard();if (checkGameOver()) {showGameOver();}}
});function canMergeTiles(r1, c1, r2, c2) {return board[r1][c1] !== 0 && board[r1][c1] === board[r2][c2];
}function moveUp() {let moved = false;for (let c = 0; c < gridSize; c++) {for (let r = 1; r < gridSize; r++) {if (board[r][c] !== 0) {let targetRow = r;while (targetRow > 0 && board[targetRow - 1][c] === 0) {board[targetRow - 1][c] = board[targetRow][c];board[targetRow][c] = 0;targetRow--;moved = true;}if (targetRow > 0 && canMergeTiles(targetRow - 1, c, targetRow, c)) {board[targetRow - 1][c] *= 2;score += board[targetRow - 1][c];board[targetRow][c] = 0;moved = true;}}}}return moved;
}function moveDown() {let moved = false;for (let c = 0; c < gridSize; c++) {for (let r = gridSize - 2; r >= 0; r--) {if (board[r][c] !== 0) {let targetRow = r;while (targetRow < gridSize - 1 && board[targetRow + 1][c] === 0) {board[targetRow + 1][c] = board[targetRow][c];board[targetRow][c] = 0;targetRow++;moved = true}if (targetRow < gridSize - 1 && canMergeTiles(targetRow + 1, c, targetRow, c)) {board[targetRow + 1][c] *= 2;score += board[targetRow + 1][c];board[targetRow][c] = 0;moved = true;}}}}return moved;
}function moveLeft() {let moved = false;for (let r = 0; r < gridSize; r++) {for (let c = 1; c < gridSize; c++) {if (board[r][c] !== 0) {let targetCol = c;while (targetCol > 0 && board[r][targetCol - 1] === 0) {board[r][targetCol - 1] = board[r][targetCol];board[r][targetCol] = 0;targetCol--;moved = true;}if (targetCol > 0 && canMergeTiles(r, targetCol - 1, r, targetCol)) {board[r][targetCol - 1] *= 2;score += board[r][targetCol - 1];board[r][targetCol] = 0;moved = true;}}}}return moved;
}function moveRight() {let moved = false;for (let r = 0; r < gridSize; r++) {for (let c = gridSize - 2; c >= 0; c--) {if (board[r][c] !== 0) {let targetCol = c;while (targetCol < gridSize - 1 && board[r][targetCol + 1] === 0) {board[r][targetCol + 1] = board[r][targetCol];board[r][targetCol] = 0;targetCol++;moved = true;}if (targetCol < gridSize - 1 && canMergeTiles(r, targetCol + 1, r, targetCol)) {board[r][targetCol + 1] *= 2;score += board[r][targetCol + 1];board[r][targetCol] = 0;moved = true;}}}}return moved;
}function checkGameOver() {for (let r = 0; r < gridSize; r++) {for (let c = 0; c < gridSize; c++) {if (board[r][c] === 0) {return false; // 還有空格}if (c < gridSize - 1 && canMergeTiles(r, c, r, c + 1)) {return false; // 可以合并}if (r < gridSize - 1 && canMergeTiles(r, c, r + 1, c)) {return false; // 可以合并}}}return true; // 游戲結(jié)束
}function showGameOver() {alert('游戲結(jié)束!您的得分是:' + score);
}
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