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wap网站程序,深圳 购物商城网站建设,东莞h5网站建设,360网站推广登录基于 HTML5 Canvas 制作一个精美的 2048 小游戏 在这个快节奏的生活中#xff0c;简单而富有挑战性的游戏总能给我们带来乐趣。2048 是一款受欢迎的益智游戏#xff0c;不仅考验智力#xff0c;还能让人回味无穷。今天#xff0c;我带领大家将一起学习如何使用 HTML5 Canv…基于 HTML5 Canvas 制作一个精美的 2048 小游戏 在这个快节奏的生活中简单而富有挑战性的游戏总能给我们带来乐趣。2048 是一款受欢迎的益智游戏不仅考验智力还能让人回味无穷。今天我带领大家将一起学习如何使用 HTML5 Canvas 来制作一个精美的 2048 小游戏。 一、了解游戏规则 在深入代码之前我们需要了解游戏的基本规则 目标通过合并相同的数字块最终达到2048。操作玩家可以通过上下左右的箭头键控制数字块的移动。生成新块每次成功移动后会随机生成一个“2”或“4”的数字块。游戏结束当所有方块被填满且无法进行任何合并时游戏结束。 二、建立 HTML 结构 首先我们需要搭建游戏的基础 HTML 结构。在 HTML 文件中引入 Canvas 元素以绘制游戏界面。 !DOCTYPE html html langzh-CN headmeta charsetUTF-8meta nameviewport contentwidthdevice-width, initial-scale1.0title2048 游戏/titlelink relstylesheet hrefstyle.css /head bodydiv classcontainercanvas idgameCanvas/canvas/divscript srcscript.js/script /body /html三、样式设计 接下来我们需要为游戏添加一些样式使其更具吸引力。我们将在 CSS 文件中设置按钮和画布的样式。 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、游戏逻辑实现 在脚本文件中我们将编写游戏的核心逻辑包括初始化游戏、绘制方块、移动操作和合并方块等。 4.1 初始化 首先我们需要创建一个类似于二维数组的数字格子并用随机数填充初始状态。 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 移动与合并方块 通过键盘事件监听来实现方块的移动和合并我们定义方向常量结合用户输入的方向实现移动和合并的逻辑。 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) {// 向上移动board[targetRow - 1][c] board[targetRow][c];board[targetRow][c] 0;targetRow–;}if (targetRow 0 canMergeTiles(targetRow - 1, c, targetRow, c)) {// 合并方块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) {// 向下移动board[targetRow 1][c] board[targetRow][c];board[targetRow][c] 0;targetRow;}if (targetRow gridSize - 1 canMergeTiles(targetRow 1, c, targetRow, c)) {// 合并方块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) {// 向左移动board[r][targetCol - 1] board[r][targetCol];board[r][targetCol] 0;targetCol–;}if (targetCol 0 canMergeTiles(r, targetCol - 1, r, targetCol)) {// 合并方块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) {// 向右移动board[r][targetCol 1] board[r][targetCol];board[r][targetCol] 0;targetCol;}if (targetCol gridSize - 1 canMergeTiles(r, targetCol 1, r, targetCol)) {// 合并方块board[r][targetCol 1] * 2;board[r][targetCol] 0;}}}} }五、完善游戏体验 在游戏逻辑实现后我们需要添加分数计算、胜利和失败的提示以及重新开始游戏的功能。这些都将进一步提升游戏体验。 5.1 分数系统 我们为游戏添加分数系统每次合并方块时更新分数。 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 结束提示 当玩家没有可移动的方块时可以弹出提示框告知游戏结束。 function checkGameOver() {for (let r 0; r gridSize; r) {for (let c 0; c gridSize; c) {if (board[r][c] 0) {return false; // 还有空格}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; // 游戏结束 }function showGameOver() {alert(游戏结束您的得分是 score); }结论 现在您应该对如何使用 HTML5 Canvas 制作一个 2048 小游戏有了更详细的了解。从简单的 UI 设计到移动和合并方块的逻辑实现每一步都至关重要。虽然本文未能详细说明所有代码但希望您能根据提供的思路和示例进行深入探索和实现。创建游戏是一项有趣且富有成就感的工作快去尝试制作您自己的 2048 小游戏吧 完整代码 HTML (index.html) !DOCTYPE html html langzh-CN headmeta charsetUTF-8meta nameviewport contentwidthdevice-width, initial-scale1.0title2048 游戏/titlelink relstylesheet hrefstyle.css /head bodydiv classcontainercanvas idgameCanvas/canvas/divscript srcscript.js/script /body /htmlCSS (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);}}// 显示分数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; // 还有空格}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; // 游戏结束 }function showGameOver() {alert(游戏结束您的得分是 score); }