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js台球游戏源码

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js台球游戏源码 常用JavaScript方法-第1张

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// common function $(str) {return document.getElementById(str);}function $tag(str,target) {target = target || document;return target.getElementsByTagName(str);}function addEventHandler(obj,eType,fuc){if(obj.addEventListener){ obj.addEventListener(eType,fuc,false); }else if(obj.attachEvent){ obj.attachEvent("on" eType,fuc); }else{ obj["on" eType] = fuc; } } function removeEventHandler(obj,eType,fuc){if(obj.removeEventListener){ obj.removeEventListener(eType,fuc,false); }else if(obj.attachEvent){ obj.detachEvent("on" eType,fuc); } }function randowNum(start,end) {return Math.floor(Math.random()*(end - start)) start;}Array.prototype.remove=function(dx) {if(isNaN(dx)||dx>this.length){return false;}for(var i=0,n=0;i<this.length;i ){if(this[i]!=this[dx]){this[n ]=this[i]}}this.length-=1}//constvar TOTALR = 15, //球的半径(包括阴影)R = 12, //球真实半径POKER = 20,W = 736, //案宽H = 480, //案高THICKNESS = 32, //边缘厚度RATE = 100, //刷新频率F = 0.01, //摩擦力LOSS = 0.2, // 碰撞速度损失TIPS = ["Tip1: 参考球,目标球,目标袋,三点一线,这是最基本的进球方法","Tip2: 右下角蓝条代表击球力度,小的力度更便于控制母球位置","Tip3: 右下角白球上的蓝点控制击球点,高杆,低杆,加塞都由它控制,高手与菜鸟的区别往往在此","Tip4: 桌球,其实打的不是目标球,是母球"];var table, //案子cueBall, //母球guideBall, //参考球dotWrap, //参考线speed = 12,rollUp = 0,rollRight = 0,timer,forceTimer,balls = [],movingBalls = [],pokes = [[0,0],[W/2,-5],[W,0],[0,H],[W/2,H 5],[W,H]],hasShot = false;shots = 0; //连击次数window.onload = function() {initTable();initShootPos();showTips();startGame();}function startGame() {initBall();addEventHandler(table,"mousemove",dragCueBall);addEventHandler(table,"mouseup",setCueBall);}function initTable() {table = $("table");var dotWrapDiv = document.createElement("div"),guideBallDiv = document.createElement("div");dotWrapDiv.id = "dotWrap";guideBallDiv.className = "guide ball";setStyle(guideBallDiv,"display","none");dotWrap = table.appendChild(dotWrapDiv);guideBall = table.appendChild(guideBallDiv);}function initBall() {//添加母球cueBall = new Ball("cue",170,H/2);balls.push(cueBall);//添加目标球for(var i = 0; i < 5; i ) {for(var j = 0; j <= i; j ){var ball = new Ball("target",520 i*2*R, H/2 - R*i j*2*R);balls.push(ball);}}}function initShootPos() {var wrap = $("shootPos"),handler = $("dot"),arrowR = 18;addEventHandler(wrap,"mousedown",selectDot);function selectDot(e) {e = e || event;var pos = getElemPos(wrap),x = e.clientX - pos[0] - handler.offsetWidth/2,y = e.clientY - pos[1] - handler.offsetHeight/2;if(Math.sqrt((x-22)*(x-22) (y-22)*(y-22)) > arrowR) {var angle = Math.atan2(x-22,y-22);x = arrowR*Math.sin(angle) 22;y = arrowR*Math.cos(angle) 22;}setPos(handler,x,y);}}function getElemPos(target,reference) {reference = reference || document;var left = 0,top = 0;return getPos(target);function getPos(target) {if(target != reference) {left = target.offsetLeft;top = target.offsetTop;return getPos(target.parentNode);} else {return [left,top];}}}// ball classfunction Ball(type,x,y) {var div = document.createElement("div");div.className = type " ball";this.elem = table.appendChild(div);this.type = type;this.x = x; //位置this.y = y;this.angle = 0; //角度this.v = 0; //速度(不包含方向)setBallPos(this.elem,x,y);return this;}function setCueBall() {removeEventHandler(table,"mousemove",dragCueBall);removeEventHandler(table,"mouseup",setCueBall);startShot();}function startShot() {show(cueBall.elem);addEventHandler(table,"mousemove",showGuide);addEventHandler(table,"mousedown",updateForce);addEventHandler(table,"mouseup",shotCueBall);}function dragCueBall(e) {var toX,toY;e = e || event;toX = e.clientX - table.offsetLeft - THICKNESS,toY = e.clientY - table.offsetTop - THICKNESS;toX = toX >= R ? toX : R;toX = toX <= 170 ? toX : 170;toY = toY >= R ? toY : R;toY = toY <= H - R ? toY : H - R;setBallPos(cueBall,toX,toY);}function shotCueBall() {removeEventHandler(table,"mousemove",showGuide);removeEventHandler(table,"mousedown",updateForce);removeEventHandler(table,"mouseup",shotCueBall);window.clearInterval(forceTimer);speed = $("force").offsetWidth * 0.15;var dotDisX = $("dot").offsetLeft-22,dotDisY = $("dot").offsetTop-22,dotDis = Math.sqrt(dotDisX*dotDisX dotDisY*dotDisY),dotAngle = Math.atan2(dotDisX,dotDisY);rollRight = Math.round(dotDis*Math.sin(dotAngle))/5;rollUp = -Math.round(dotDis*Math.cos(dotAngle))/5;var formPos = getBallPos(cueBall.elem),toPos = getBallPos(guideBall),angle = Math.atan2(toPos[0] - formPos[0],toPos[1] - formPos[1]);hide(dotWrap);hide(guideBall);cueBall.v = speed;cueBall.angle = angle;movingBalls.push(cueBall);timer = window.setInterval(roll,1000 / RATE);}function showGuide(e) {var fromX,fromY,toX,toY;e = e || event;toX = e.clientX - table.offsetLeft - THICKNESS,toY = e.clientY - table.offsetTop - THICKNESS;setBallPos(guideBall,toX,toY);show(dotWrap);show(guideBall);drawLine();//参考线function drawLine() {var dotNum = 16,pos = getBallPos(cueBall.elem);dotWrap.innerHTML = "";fromX = pos[0];fromY = pos[1];var partX = (toX - fromX) / dotNum,partY = (toY - fromY) / dotNum;for(var i = 1; i < dotNum; i ) {var x = fromX partX * i,y = fromY partY * i;drawDot(dotWrap, x, y);}}}function roll() {if(movingBalls.length <= 0) {if(!hasShot) shots = 0;else shots ; //累计连击hasShot = false;setStyle($("force"),"width",80 "px");setPos($("dot"),22,22);window.clearInterval(timer);if(shots > 1) showScore(shots); //显示连击数startShot();}for(var i = 0; i < movingBalls.length; i ) {var ball = movingBalls[i],sin = Math.sin(ball.angle),cos = Math.cos(ball.angle);ball.v -= F;//移除静止的小球if(Math.round(ball.v) == 0) {ball.v = 0;movingBalls.remove(i);continue;}var vx = ball.v * sin,vy = ball.v * cos;ball.x = vx;ball.y = vy;//入袋if(isPocket(ball.x,ball.y)) {hide(ball.elem);if(ball.type == "cue") {if(!hasShot) shots = 0;hasShot = false;window.setTimeout(function(){ball.v = 0;setBallPos(ball,170,250);},500);}else {//移除入袋小球hasShot = true;ball.v = 0;for(var k = 0, l =0; k < balls.length; k ) {if(balls[k] != ball) {balls[l ] = balls[k];}}balls.length -= 1;}return;}//边缘碰撞if(ball.x < R || ball.x > W - R) {ball.angle *= -1;ball.angle %= Math.PI;ball.v = ball.v * (1 - LOSS);vx = ball.v*Math.sin(ball.angle);vy = ball.v*Math.cos(ball.angle);if(ball.x < R) ball.x = R;if(ball.x > W - R) ball.x = W - R;//母球加塞if(ball.type == "cue"){if(ball.angle > 0) vy -= rollRight;else vy = rollRight;vx = rollUp;rollUp *= 0.2;rollRight *= 0.2;ball.v = Math.sqrt(vx*vx vy*vy);ball.angle = Math.atan2(vx,vy);}}if(ball.y < R || ball.y > H - R) {ball.angle = ball.angle > 0 ? Math.PI - ball.angle : - Math.PI - ball.angle ;ball.angle %= Math.PI;ball.v = ball.v * (1 - LOSS);vx = ball.v*Math.sin(ball.angle);vy = ball.v*Math.cos(ball.angle);if(ball.y < R) ball.y = R;if(ball.y > H - R) ball.y = H - R;//母球加塞if(ball.type == "cue"){if(Math.abs(ball.angle) < Math.PI/2) vx = rollRight;else vx -= rollRight;vy = rollUp;rollUp *= 0.2;rollRight *= 0.2;ball.v = Math.sqrt(vx*vx vy*vy);ball.angle = Math.atan2(vx,vy);}}//小球碰撞for(var j = 0; j < balls.length; j ) {var obj = balls[j];if(obj == ball) continue;var disX = obj.x - ball.x,disY = obj.y - ball.y,gap = 2 * R;if(disX <= gap && disY <= gap) {var dis = Math.sqrt(Math.pow(disX,2) Math.pow(disY,2));if(dis <= gap) {//如果是静止的,则添加到数组movingBallsif(Math.round(obj.v) == 0)movingBalls.push(obj);//将坐标旋转到x轴进行碰撞计算// 计算角度和正余弦值 - 精确值//var c = (obj.x*ball.y - obj.y*ball.x)/(2*R),//d = Math.sqrt(ball.x*ball.x ball.y*ball.y),//angle = Math.asin(ball.y/d) - Math.asin(c/d) - ball.angle%(Math.PI/2),//angle = Math.asin(oy / (2 * R)),//还原两球相切状态 - 近似值ball.x -= (gap - dis)*sin;ball.y -= (gap - dis)*cos;disX = obj.x - ball.x;disY = obj.y - ball.y;// 计算角度和正余弦值var angle = Math.atan2(disY, disX),hitsin = Math.sin(angle),hitcos = Math.cos(angle),objVx = obj.v * Math.sin(obj.angle),objVy = obj.v * Math.cos(obj.angle);//trace(angle*180/Math.PI);// 旋转坐标var x1 = 0,y1 = 0,x2 = disX * hitcos disY * hitsin,y2 = disY * hitcos - disX * hitsin,vx1 = vx * hitcos vy * hitsin,vy1 = vy * hitcos - vx * hitsin,vx2 = objVx * hitcos objVy * hitsin,vy2 = objVy * hitcos - objVx * hitsin;// 碰撞后的速度和位置var plusVx = vx1 - vx2;vx1 = vx2;vx2 = plusVx vx1;//母球加塞if(ball.type == "cue"){vx1 = rollUp;rollUp *= 0.2;}x1 = vx1;x2 = vx2;// 将位置旋转回来var x1Final = x1 * hitcos - y1 * hitsin,y1Final = y1 * hitcos x1 * hitsin,x2Final = x2 * hitcos - y2 * hitsin,y2Final = y2 * hitcos x2 * hitsin;obj.x = ball.x x2Final;obj.y = ball.y y2Final;ball.x = ball.x x1Final;ball.y = ball.y y1Final;// 将速度旋转回来vx = vx1 * hitcos - vy1 * hitsin;vy = vy1 * hitcos vx1 * hitsin;objVx = vx2 * hitcos - vy2 * hitsin;objVy = vy2 * hitcos vx2 * hitsin; //最终速度ball.v = Math.sqrt(vx*vx vy*vy) * (1 - 0);obj.v = Math.sqrt(objVx*objVx objVy*objVy) * (1 - 0);// 计算角度ball.angle = Math.atan2(vx , vy);obj.angle = Math.atan2(objVx , objVy);//break;}}}setBallPos(ball,ball.x,ball.y);}}function isPocket(x,y) {if(y < POKER) return check(0,2);else if (y > H - POKER) return check(3,5);else return false;function check(m,n) {for(var i=m; i<=n; i ) {if(x >= pokes[i][0] - POKER && x <= pokes[i][0] POKER) {var dis = Math.sqrt(Math.pow(x - pokes[i][0],2) Math.pow(y - pokes[i][1],2));if(dis <= POKER) return true;else return false;}}} }function getBallPos(obj) {var pos = [];pos.push(obj.offsetLeft - THICKNESS TOTALR);pos.push(obj.offsetTop - THICKNESS TOTALR);return pos;}function setPos(obj,x,y) {obj.style.left = x "px";obj.style.top = y "px";}function setBallPos(ball,x,y) {if(ball.constructor == Ball) {ball.x = x;ball.y = y;ball = ball.elem;}setPos(ball,x THICKNESS - TOTALR,y THICKNESS - TOTALR);}function drawDot(wrap,x,y) {var elem = document.createElement("div");setStyle(elem,{position: "absolute",width: "1px",height: "1px",fontSize: "1px",background: "white"});setPos(elem,x,y);wrap.appendChild(elem);}function updateForce() {var obj = $("force"),len = 80,up = true;forceTimer = window.setInterval(update,10);function update() { if(up) setStyle(obj,"width",len "px"); else setStyle(obj,"width",len-- "px"); if(len > 136) up = false; if(len <= 0) up = true;}}function setStyle() {if(arguments.length == 2 && typeof arguments[1] == "object") {for(var key in arguments[1]) {arguments[0].style[key] = arguments[1][key];}} else if (arguments.length > 2) {arguments[0].style[arguments[1]] = arguments[2];}}function hide(obj) {setStyle(obj,"display","none");}function show(obj) {setStyle(obj,"display","block");}//输出信息function trace(sth,who) {who = who || $("tips");if(document.all) who.innerText = sth;else who.textContent = sth;return who;}function showScore(n) {var wrap = $("scoreBoard");trace(n "连杆",wrap);fadeIn(wrap);}function fadeIn(obj){var fromY = 230,posStep = [8,14,19,23,26,28,29,29,30,30,30],opaStep = [0,0.05,0.1,0.15,0.2,0.25,0.3,0.4,0.5,0.6,0.8],fromOpa = 0,t = 0,step = posStep.length,inTimer = window.setInterval(showIn,20),outTimer;function showIn() {setOpacity(obj,opaStep[t]);obj.style.top = fromY posStep[t] "px";t ;if(t>=step) {window.clearInterval(inTimer);outTimer = window.setInterval(fadeOut,50);}}function fadeOut() {t--;setOpacity(obj,opaStep[t]);obj.style.top = fromY posStep[t] "px";if(t <= 0) {window.clearInterval(outTimer);hide(obj);}}}function setOpacity(obj,n) {obj.style.cssText = "filter:alpha(opacity=" n*100 "); -moz-opacity:" n "; opacity:" n;}function showTips() {var i = 0;tip();window.setInterval(tip,3000);function tip() {trace(TIPS[i ]);if(i >= TIPS.length) i = 0;}}

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