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游戏需求创建一个场景
创建一个球,创建一堆被打击方块
创建一个可以移动方块并可控制左右移动
当球碰撞左右上边界及移动方块回弹
挡球碰撞下边界游戏结束
完整代码<template> <button @click="stop">停止</button> <button @click="start">游戏开始</button> <div style="color: red; text-align: center;font-size: 25px">score:{{scroce}}</div> <div class="box" :style="{width :boxWidth +"px", height:boxHeight +"px"}"> <div class="str">{{str}}</div> <div class="kuaiBox"> <div class="kuai" v-for="(item,index) in arr" :key="index" :style="{opacity :item.active ? "0":"1"}"></div> </div> <div class="ball" :style="{left :x + "px", top : y + "px", width : ball +"px", height: ball+"px"}"></div> <div class="bottomMove" :style="{left :mx + "px" , top : my + "px",width :moveBottomW +"px",height : moveBottomH+"px" }"></div> </div></template><script setup> import {onMounted, onUnmounted, reactive, toRefs} from "vue" const boxWidth = 500, // 场景宽度 boxHeight = 300, // 场景高度 ball = 10,//小球的宽高 moveBottomH = 5,//移动方块高度 moveBottomW = 100//移动方块快读 const strArr = "恭喜你,挑战成功!!" //用reactive 保存一些可观察信息 const state = reactive({ x: boxWidth / 2 - ball / 2, // 小球x轴位置信息 计算默认位置在中间 y: boxHeight - ball - moveBottomH, // 小球Y轴的位置信息 计算默认位置在中间 mx: boxWidth / 2 - moveBottomW / 2, //移动方块的位置信息 计算默认位置在中间 my: boxHeight - moveBottomH, // 移动方块y轴的的位置信息 计算默认位置在中间 // 被打击方块的数组 arr: Array.from({length: 50}, (_, index) => { return { index, active: false } }), str: "", // 返回挑战成功字眼 scroce: 0 // 分数 }) // 用toRefs将观察对象的信息解构出来供模板使用 const {x, y, mx, my, arr, str, scroce} = toRefs(state) let timer = null, // 小球定时器 speed = 3,// 小球速度 map = {x: 10, y: 10}, timer2 = null, // 挑战成功字眼显示定时器 index = 0//挑战成功字眼续个显示的索引值 // 挑战成功字眼续个显示的方法 const strFun = () => { if (strArr.length === index) clearInterval(timer2) state.str += strArr.substr(index, 1) index++ } //移动小球的方法 // 1.这里同过变量map 对象来记录坐标信息, 确定小球碰到 左右上 及移动方块是否回弹 // 2.循环砖块检测小球碰撞到砖块消失 const moveBall = () => { const {offsetTop, offsetHeight, offsetLeft, offsetWidth} = document.querySelector(".bottomMove") if (state.x <= 0) { map.x = speed } else if (state.x > boxWidth - ball) { map.x = -speed } if (state.y <= 0) { map.y = speed } if (state.y >= offsetTop - offsetHeight && state.y <= offsetTop + offsetHeight && state.x >= offsetLeft && state.x < offsetLeft + offsetWidth) { map.y = -speed } if (state.y > boxHeight) { clearInterval(timer) alert("game over") window.location.reload() } Array.from(state.arr).forEach((item, index) => { const { offsetLeft, offsetTop, offsetWidth, offsetHeight } = document.querySelectorAll(".kuai")[index] if (state.x > offsetLeft && state.x < offsetLeft + offsetWidth && state.y > offsetTop && state.y < offsetTop + offsetHeight) { if (!state.arr[index].active) { state.scroce += 100 } state.arr[index].active = true } }) if (Array.from(state.arr).every(item => item.active)) { clearInterval(timer) timer2 = setInterval(strFun, 1000) } state.x = state.x += map.x state.y = state.y += map.y } //移动方块左右移动方法 ,接住小球 const bottomMove = ev => { if (ev.code === "Space") clearInterval(timer) switch (ev.key) { case "ArrowRight": state.mx += 100 break case "ArrowLeft": state.mx -= 100 break } state.mx = state.mx < 0 ? 0 : state.mx state.mx = state.mx > boxWidth - moveBottomW ? boxWidth - moveBottomW : state.mx } // 暂停游戏 const stop = () => { clearInterval(timer) } // 开始游戏 const start = () => { timer = setInterval(moveBall, 20) } // 绑定移动方块事件 onMounted(() => { document.addEventListener("keyup", bottomMove) }) // 移动出移动方块事件 onUnmounted(() => { clearInterval(timer) })</script><style> .bottomMove { width: 100px; height: 10px; background: red; position: absolute; transition-duration: 100ms; transition-timing-function: ease-out; } .ball { width: 20px; height: 20px; background-color: red; border-radius: 50%; position: absolute; } .kuaiBox { display: flex; flex-wrap: wrap; } .kuai { width: 30px; height: 10px; background: red; margin: 10px; transition-duration: 100ms; transition-timing-function: ease-in; } .str { text-align: center; font-size: 50px; color: red; } .box { justify-content: center; width: 500px; height: 500px; margin: 0 auto; position: relative; border: 5px solid red; overflow: hidden; } .picker { width: 50px; height: 50px; }</style>登录后复制
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