本节教程我会带大家使用 HTML 、CSS和 JS 来制作一个HTML5拉杆子过关小游戏

✨ 项目基本结构

大致目录结构如下(共3个子文件):

├── js
│   └──script.js 13KB
├── css
│   └── style.css 1KB
└── index.html 2KB

场景展示

html5 手机小游戏代码 html5小游戏源码_前端

HTML源码

<div class="container">
  <div id="score"></div>
  <canvas id="game" width="375" height="375"></canvas>
  <div id="introduction">按住鼠标伸出一根棍子</div>
  <div id="perfect">双倍积分</div>
  <button id="restart">重新开始</button>
</div>

CSS 源码

html,body

html,
body {
  height: 100%;
  margin: 0;
}

body {
  font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
  cursor: pointer;
}

container

.container {
  display: flex;
  justify-content: center;
  align-items: center;
  height: 100%;
}

score

#score {
  position: absolute;
  top: 30px;
  right: 30px;
  font-size: 2em;
  font-weight: 900;
}

introduction

#introduction {
  width: 200px;
  height: 150px;
  position: absolute;
  font-weight: 600;
  font-size: 0.8em;
  font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
  text-align: center;
  transition: opacity 2s;
}

restart

#restart {
  width: 120px;
  height: 120px;
  position: absolute;
  border-radius: 50%;
  color: white;
  background-color: red;
  border: none;
  font-weight: 700;
  font-size: 1.2em;
  font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
  display: none;
  cursor: pointer;
}

perfect

#perfect {
  position: absolute;
  opacity: 0;
  transition: opacity 2s;
}

JS 源码

js 代码较多,这里提供部分,完整源码可以在文末下载

配置

const canvasWidth = 375;
const canvasHeight = 375;
const platformHeight = 100;
const heroDistanceFromEdge = 10; // 等待时
const paddingX = 100; // 从原始画布尺寸开始,英雄的等待位置
const perfectAreaSize = 10;

重置游戏变量和布局,但不启动游戏(游戏在按键时开始)

function resetGame() {
  // 重置游戏进度
  phase = "waiting";
  lastTimestamp = undefined;
  sceneOffset = 0;
  score = 0;

  introductionElement.style.opacity = 1;
  perfectElement.style.opacity = 0;
  restartButton.style.display = "none";
  scoreElement.innerText = score;

  // 第一个平台总是相同的x+w必须匹配paddingX
  platforms = [{ x: 50, w: 50 }];
  generatePlatform();
  generatePlatform();
  generatePlatform();
  generatePlatform();

  sticks = [{ x: platforms[0].x + platforms[0].w, length: 0, rotation: 0 }];

  trees = [];
  generateTree();
  generateTree();
  generateTree();
  generateTree();
  generateTree();
  generateTree();
  generateTree();
  generateTree();
  generateTree();
  generateTree();

  heroX = platforms[0].x + platforms[0].w - heroDistanceFromEdge;
  heroY = 0;

  draw();
}

最远树右边缘的X坐标

const lastTree = trees[trees.length - 1];
  let furthestX = lastTree ? lastTree.x : 0;

如果按下空格键,则重新启动游戏

window.addEventListener("keydown", function (event) {
  if (event.key == " ") {
    event.preventDefault();
    resetGame();
    return;
  }
});

返回棍子击中的平台(如果没有击中任何棍子,则返回未定义)

function thePlatformTheStickHits() {
  if (sticks.last().rotation != 90)
    throw Error(`Stick is ${sticks.last().rotation}°`);
  const stickFarX = sticks.last().x + sticks.last().length;

  const platformTheStickHits = platforms.find(
    (platform) => platform.x < stickFarX && stickFarX < platform.x + platform.w
  );

  // 如果棍子击中完美区域
  if (
    platformTheStickHits &&
    platformTheStickHits.x + platformTheStickHits.w / 2 - perfectAreaSize / 2 <
      stickFarX &&
    stickFarX <
      platformTheStickHits.x + platformTheStickHits.w / 2 + perfectAreaSize / 2
  )
    return [platformTheStickHits, true];

  return [platformTheStickHits, false];
}

将主画布区域居中到屏幕中间

ctx.translate(
    (window.innerWidth - canvasWidth) / 2 - sceneOffset,
    (window.innerHeight - canvasHeight) / 2
  );

绘制场景

drawPlatforms();
  drawHero();
  drawSticks();

山丘是伸展的正弦波下的形状

function drawHill(baseHeight, amplitude, stretch, color) {
  ctx.beginPath();
  ctx.moveTo(0, window.innerHeight);
  ctx.lineTo(0, getHillY(0, baseHeight, amplitude, stretch));
  for (let i = 0; i < window.innerWidth; i++) {
    ctx.lineTo(i, getHillY(i, baseHeight, amplitude, stretch));
  }
  ctx.lineTo(window.innerWidth, window.innerHeight);
  ctx.fillStyle = color;
  ctx.fill();
}