昨天参加了hack day的一个比赛,赛制大致是:24小时,自由组队2~4人,任意发挥。运气比较好,拿了第三名和最佳创意奖。

建议先看看这个demo,bug是有的,chrome下玩玩,测试测试就行,O(∩_∩)O~

  DEMO:http://qianduannotes.sinaapp.com/3dtank/html/index.html

 基本效果:

关于

懒得去SAE上折腾,没把那另外一半的功能补上,不过我还是介绍下这几个没补上功能吧。

  1. 音效。开始音乐是比较古老的坦克大战开机音乐。

    ① 开始音效 点击播放

    ② 发子弹    点击播放

    ③ 击中坦克 点击播放

    ④ 爆炸       点击播放

  ②和③是自己录制的,呵呵,DIY的东西才好玩。

  2. 登录验证

  

  采用的是解锁,这个创意应该是非常不错的,当登录的时候,A、B玩家下方会生成一个如上图的canvas解锁块,当然这个解锁卡也会通过socket传送到手机遥控端,手机解锁成功后方可登录。

  

  3. 坦克360°旋转

  由于键盘控制只能上下左右,所以360°是转不出来的..刚想截一张手机控制游戏的图,总是报错...囧(后台用的是php,socket控制信号传输,刚打开手机端网页的时候php socket报错)。

手机遥控端视图:

  这里主要利用的是手机多点触控,touchstart,touchmove,touchend这三个事件。

function canvasAddListener() {
canvas.addEventListener('touchstart', onTouchStart, false);
canvas.addEventListener('touchmove', onTouchMove, false);
canvas.addEventListener('touchend', onTouchEnd, false);
}

 

  4. 重新开始游戏和打死坦克添加效果等

以上都是没有公开显示出来的效果,下次弄好了再上传吧,嘻嘻。

先说说前台

前台主要采用的是css3和js(这是废话)。

1. css3构建一个3D游戏场地

效果:

.box {
width:500px;
height:500px;
position:relative;
-webkit-transform-style: preserve-3d;
/*-webkit-transform: rotateY(40deg);*/
-webkit-transition:all 1s ease-in-out;
}
.inBox {
width:300px;
height:300px;
overflow: hidden;
text-align: center;
box-shadow: 0px 0px 2px white;
background:rgba(255,255,255,.2);
/*background:#779443;*/
position:absolute;
top:100px;
left:100px;
color:white;
}
.box-forward {
-webkit-transform: rotateY(0deg) translateZ(150px);
}
.box-back {
-webkit-transform: rotateY(180deg) translateZ(150px);
}
.box-left {
-webkit-transform: rotateY(270deg) translateZ(150px);
}
.box-right {
-webkit-transform: rotateY(90deg) translateZ(150px);
}
.box-top {
-webkit-transform:rotateX(90deg) translateZ(150px);
}
.box-bottom {
-webkit-transform:rotateX(-90deg) translateZ(150px);
}

上面是css部分,比赛过程中,参看了下张鑫旭大哥的文章(之前这块还不是很了解的),文章链接。就不细说了。

下面是HTML部分:

<div class="w">
<div class="box">
<div class="inBox box-forward" data-num="upF rightF downF leftF" data-v="1"><div></div></div>
<div class="inBox box-back" data-num="upF leftF downF rightF" data-v="2"><div></div></div>
<div class="inBox box-left" data-num="upF forwardF downF backF" data-v="3"><div></div></div>
<div class="inBox box-right" data-num="upF backF downF forwardF" data-v="4"><div></div></div>
<div class="inBox box-top" data-num="backF rightF forwardF leftF" data-v="5"><div></div></div>
<div class="inBox box-bottom" data-num="backF leftF forwardF rightF" data-v="6"><div></div></div>
</div>
</div>

2. JS这块,写了比较多。


var $ = document.querySelectorAll.bind(document);

/**
* @description core part
* @author hustskyking
*/
var faces = $(".inBox"),
bloodA = $(".bloodA div")[0],
bloodB = $(".bloodB div")[0],

box = $(".box")[0],
upF = $(".box-top")[0],
downF = $(".box-bottom")[0],
leftF = $(".box-left")[0],
rightF = $(".box-right")[0],
forwardF = $(".box-forward")[0],
backF = $(".box-back")[0],

cSize = upF.clientWidth,
datas = {
"upF": upF,
"downF": downF,
"leftF": leftF,
"rightF": rightF,
"forwardF": forwardF,
"backF": backF
},
stopN = 0,
tanks = {},
randomTank = 2,
tankLimit = 20,
//a w d s j ← ↑ → ↓ p
debug_keySet = [[65, 87, 68, 83, 74], [37, 38, 39, 40, 80]];

/**
* @Class Tank
* @attrs width, height, currentX, currentY, speedX, speedY, angleX, angleY, plusy, plusx
* container, dataset, stopN, tank, tankId, life, bulletBox, color, timerLimit, timer, gap,
sTime
*/
var Tank = function(setting){
var opts = setting || {};
this.container = opts.container || forwardF;
this.dataset = this.container.getAttribute('data-num').split(" ");
this.belong = 0;
this.grade = 0;
this.debug = false;
this.width = opts.width || 14;
this.height = opts.height || 18;
this.stopN = "keyup" + (window.stopN++);
this.gap = opts.gap || 30;
this.speed = opts.speed || 3;
this.ax = 0;
this.ay = 0;
this.cx = opts.cx || (cSize - this.width) / 2;
this.cy = opts.cy || (cSize - this.height) / 2;
this.sx = 0;
this.sy = 0;

this.tank = null;
this.tankId = "";
this.life = 100;
this.color = opts.color || "#0047B3";

this.bulletBox = [];
this.bColor = opts.bColor || "#0047B3";
this.timerLimit= 400;
this.gunAngle = 0;
this.timer = null;
this.sTime = 0;
}

Tank.prototype = {
init: function(tankId, debug){
if(tankId){
this.tankId = tankId;
this.belong = (Number(tankId) > 2 ? 2 :Number(tankId));
}else{
throw new Error("必须设置tank ID");
}

var this_ = this;

//绘制坦克
this.paintTank();

if(debug){
this.debug = true;
this.keySet = debug.keySet;
window.addEventListener("keydown", function(){
this_.move_debug();
}, false);
}

window.addEventListener(this.stopN, function(){
clearInterval(this_.timer);
}, false);

},
paintTank: function(){
var tank = document.createElement("span");
var circle = document.createElement("span");
var gun = document.createElement("span");

gun.setAttribute("class", "gun");
tank.setAttribute("class", "tank");
circle.setAttribute("class", "circle");
tank.setAttribute("id", "tank" + this.tankId);

gun.style.borderColor = this.color;
circle.style.borderColor = this.color;
tank.style.cssText = "width:" + this.width + "px;height:" + this.height +
"px;top:" + this.cy + "px;left:" + this.cx + "px;border-color:"
+ this.color;

tank.appendChild(gun);
tank.appendChild(circle);

this.container.getElementsByTagName("div")[0].appendChild(tank);

this.tank = tank;

return tank;
},
switchPainter: function(N){
//N 1->up 2->right 3->down 4->down
this.ay %= 360;
var r = false,
a = 0;
if (this.ay > 180) {
this.ay -= 360;
r = true;
}
if (this.ay < -180) this.ay += 360;
this.container = datas[this.dataset[N]];
this.dataset = this.container.getAttribute('data-num').split(" ");
this.container.getElementsByTagName("div")[0].appendChild(this.tank);
if(this.belong >= 2) return;

box.style.cssText = "-webkit-transform: rotateY(" + (this.ay + (r ? -a : a)) + "deg);";
},
setAngle: function(x, y, ang){
this.sx = x;
this.sy = y;
this.gunAngle = 90 - ang / Math.PI * 180;
$("#tank" + this.tankId)[0].style.cssText += "-webkit-transform: rotate(" + this.gunAngle + "deg);";
},
move: function(ang){
this.setAngle(Math.cos(ang), -Math.sin(ang), ang);

this.stopAni();
this.ani();
},
direction_debug: function(){
switch(event.keyCode) {
case this.keySet[0]:
return "left";
case this.keySet[1]:
return "up";
case this.keySet[2]:
return "right";
case this.keySet[3]:
return "down";
case this.keySet[4]:
return "shooter";
}
},
move_debug: function(){
this.stopAni();
switch(this.direction_debug()) {
case "up":
console.log("up");
this.setAngle(0, -1, Math.PI / 2);
this.gunAngle_debug = 0;
break;
case "down":
console.log("down");
this.setAngle(0, 1, Math.PI / 2 * 3);
this.gunAngle_debug = 180;
break;
case "left":
console.log("left");
this.setAngle(-1, 0, Math.PI);
this.gunAngle_debug = 90;
break;
case "right":
console.log("right");
this.setAngle(1, 0, Math.PI * 2);
this.gunAngle_debug = -90;
break;
case "shooter":
console.log("shooter");
this.shooter();
default:
return;
}
this.ani();
},
ani: function(){
var this_ = this;
this.timer = setInterval(function(){
this_.detective();
// this_.detectiveTank();

this_.cx += this_.sx * this_.speed;
this_.cy += this_.sy * this_.speed;

this_.detective();

this_.tank.style.top = this_.cy + "px";
this_.tank.style.left = this_.cx + "px";

}, this.gap);
},
stopAni: function(){
var event = document.createEvent('HTMLEvents');
event.initEvent(this.stopN, true, true);
  event.eventName = this.stopN;
window.dispatchEvent(event);
},
detective: function(){
if(this.cx - this.width >= cSize){ //right
this.ay += -90;
this.ax += 0;
this.switchPainter(1);
this.cx = 1;
}
if(this.cx + this.width <= 0){="" left="" this.ay="" +="90;" this.ax="" this.switchpainter(3);="" this.cx="cSize" this.width="" -="" 1;="" }="" if(this.cy="" <="0){" top="" this.sy="0;" this.cy="4;">= cSize){ //bottom
this.sy = 0;
this.cy = cSize - this.width - 8;
}
},

detectiveTank: function(){

if(this.cx - this.width >= cSize){ //right
this.ay += -90;
this.ax += 0;
this.switchPainter(1);
this.cx = 1;
}
if(this.cx + this.width <= 0){="" left="" this.ay="" +="90;" this.ax="" this.switchpainter(3);="" this.cx="cSize" this.width="" -="" 1;="" }="" if(this.cy="" <="0){" top="" this.sy="0;" this.cy="4;">= cSize){ //bottom
this.sy = 0;
this.cy = cSize - this.width - 8;
}
},

shooter: function(){
if((new Date()).getTime() - this.sTime < this.timerLimit) return;
var bullet = new Bullet(this.gunAngle, this.cx, this.cy, this.tankId);
this.container.getElementsByTagName("div")[0].appendChild(bullet.bullet);
bullet.move();
this.sTime = (new Date()).getTime();
},
destroy: function(){
this.stopAni();
this.shooterTimer && clearInterval(this.shooterTimer);
this.moveTimer && clearInterval(this.moveTimer);
if(this.tankId >= 2 && randomTank <= 180="" tanklimit)="" createrandomtank();="" delete="" tanks[this.tankid];="" this.tank.parentnode="" &&="" this.tank.parentnode.removechild(this.tank);="" this;="" }="" **="" *="" @bullet="" tank="" @attrs="" bullet,="" timer,="" gap,="" x,="" yadsjsw="" var="" bullet="function(gA," y,="" tankid){="" this.bullet="document.createElement("span");" this.timer="null;" this.gap="30;" this.passed="0;" a="Math.cos(gA" math.pi="" -="" 2),="" b="Math.sin(gA" 2);="" if(math.abs(a)=""> 1) a = a > 0 ? Math.floor(a) : Math.ceil(a);
if(Math.abs(b) > 1) b = b > 0 ? Math.floor(b) : Math.ceil(b);
this.a = a;
this.b = b;

this.x = x + 6;
this.y = y + 7;
this.bullet.setAttribute("class", "bullet");
this.bullet.style.top = -10 + "px";
this.bullet.style.left = -10 + "px";
this.bullet.style.borderColor = tanks[tankId].bColor;
this.tankId = tankId;
this.container = $("#tank" + this.tankId)[0].parentNode.parentNode;
this.belong = tanks[this.tankId].belong;
}
Bullet.prototype = {
bSwitchPainter: function(N){
this.container = this.bullet.parentNode.parentNode;
this.dataset = this.container.getAttribute('data-num').split(" ");
this.container = datas[this.dataset[N]];
this.dataset = this.container.getAttribute('data-num').split(" ");
this.container.getElementsByTagName("div")[0].appendChild(this.bullet);
this.passed++;
if(this.passed == 4){
this.destroy();
}
},
detective: function(){
if(this.x - 2 >= cSize){ //right
this.bSwitchPainter(1);
this.x = 1;
}
if(this.y - 2 >= cSize){ //bottom
this.destroy();
}
if(this.x + 2 <= 2="" 0){="" left="" this.bswitchpainter(3);="" this.x="cSize" +="" 3;="" }="" if(this.y="" <="0){" top="" this.destroy();="" },="" move:="" function(){="" var="" this_="this;" this.timer="setInterval(function(){" this_.detective();="" this_.x="" *="" 5;="" this_.y="" this_.checkhit();="" this_.bullet.style.top="this_.y" "px";="" this_.bullet.style.left="this_.x" this.gap);="" checkhit:="" for="" (var="" i="" in="" tanks)="" {="" if="" (i="=" this.tankid)="" continue;="" (tanks[i].belong="=" this.belong)="" tx="tanks[i].cx," ty="tanks[i].cy," bc="this.container.getAttribute("data-v")," tc="tanks[i].container.getAttribute("data-v")," w="14;" ((bc="=" tc)="" &&="" (this.x="" w)=""> tx - w) && (this.y < ty + w) && (this.y > ty - w) ) {
console.log(i, tanks[i].life);
this.hit(tanks[i]);
this.destroy();
}
}
},
hit: function(tTank){
tTank.life -= 20;
if(tTank.belong == 0){
console.log("1掉血");
bloodA.style.bottom = 300 * tTank.life / 100 + "px";
if(tTank.life == 0){
setTimeout(function(){
$(".pujieL")[0].style.display = "block";
}, 2000);
}
}else if(tTank.belong == 1){
console.log("2掉血");
bloodB.style.bottom = 300 * tTank.life / 100 + "px";
if(tTank.life == 0){
setTimeout(function(){
$(".pujieR")[0].style.display = "block";
}, 2000);
}
}else {
var add = 5;
if(tanks[this.tankId].belong == 0){
if(tTank.life == 0){
add = 20;
//window.addTankGrade(0);
}
tanks[this.tankId].grade += add;
$("#gradeA")[0].innerHTML = tanks[this.tankId].grade;
}else{
if(tTank.life == 0){
add = 20;
//window.addTankGrade(1);
}
tanks[this.tankId].grade += add;
$("#gradeB")[0].innerHTML = tanks[this.tankId].grade;
}
}

if(tTank.life <= 0){="" ttank.destroy();="" console.log("destroyed");="" }="" },="" destroy:="" function(){="" clearinterval(this.timer);="" if="" (typeof="" tanks[this.tankid]="" !="undefined" )="" {="" var="" tankarr="tanks[this.tankId].bulletBox;" tankarr.splice(tankarr.indexof(this),1);="" this.bullet.parentnode="" &&="" this.bullet.parentnode.removechild(this.bullet);="" *="" function="" createtank(color){="" tank="document.createElement("span");" circle="document.createElement("span");" gun="document.createElement("span");" gun.setattribute("class",="" "gun");="" tank.setattribute("class",="" "tank");="" circle.setattribute("class",="" "circle");="" gun.style.bordercolor="color;" circle.style.bordercolor="color;" tank.style.csstext="width:14px;height:18px;position:relative;border-color:" +="" color;="" tank.appendchild(gun);="" tank.appendchild(circle);="" return="" tank;="" addtankgrade(n){="" box,="" color,="" if(n="=" 0)="" box="$("#tankBoxA")[0];" color="#8500FF" ;="" }else{="" box.appendchild(tank);="" createrandomtank(obj)="" obj="obj" ||="" {cx:="" 150,="" cy:="" color:"#ecff0b",="" bcolor:"#ecff0b",="" speed:="" 1,="" container:="" backf};="" rtank="new" tank(obj);="" rtank.init(string(randomtank));="" rtank.shootertimer="null;" if(math.random()=""> 0.8){
rTank.shooter();
}
}, 200);

rTank.moveTimer = null;
rTank.moveTimer = setInterval(function(){
if(Math.random() > 0.4){
var ang = Math.PI * 2 * Math.random();
rTank.move.call(rTank, ang);
}
}, 1200);
tanks[randomTank] = rTank;
randomTank++;
}

function run_debug(){
tanks[0] = new Tank({cx: 50, cy: 220, color:"red", bColor:"red"});
tanks[0].init('0', {
keySet:debug_keySet[0]
});
tanks[1] = new Tank();
tanks[1].init('1', {
keySet:debug_keySet[1]
});

createRandomTank({cx: 250, cy: 220, color:"#ECFF0B", bColor:"#ECFF0B", speed: 1, container: backF});
createRandomTank({cx: 220, cy: 220, color:"#ECFF0B", bColor:"#ECFF0B", speed: 1, container: backF});
createRandomTank({cx: 190, cy: 220, color:"#ECFF0B", bColor:"#ECFF0B", speed: 1, container: backF});
createRandomTank({cx: 160, cy: 220, color:"#ECFF0B", bColor:"#ECFF0B", speed: 1, container: backF});
createRandomTank({cx: 130, cy: 220, color:"#ECFF0B", bColor:"#ECFF0B", speed: 1, container: backF});
createRandomTank({cx: 100, cy: 220, color:"#ECFF0B", bColor:"#ECFF0B", speed: 1, container: backF});
}

/*
window.onload = function(){
var layer = document.createElement("div");
layer.setAttribute("id", "layer");

var stripe = document.createElement("div");
stripe.setAttribute("id", "stripe");

stripe.style.top = (document.clientHeight - 250) / 2 + "px";

document.body.appendChild(layer);
document.body.appendChild(stripe);
}*/
$("#gradeA")[0].innerHTML = $("#gradeB")[0].innerHTML = 0;

//run_debug();

function showMsg(msgContent){
var box = document.createElement("div");
var msg = document.createElement("div");
box.setAttribute("id", "showMsgBox");
msg.setAttribute("id", "msgBox");
with(box.style){
position = "absolute";
top = 0;
left = 0;
bottom = 0;
right = 0;
}
with(msg.style){
margin = "0 auto";
width = "500px";
height = "400px";
marginTop = "100px";
padding = "55px";
fontSize = "30px";
fontFamily = "微软雅黑";
lineHeight = "40px";
}

msg.innerHTML = msgContent || "空";
box.appendChild(msg);
document.body.appendChild(box);
}

showMsg("<b>[测试版本]</b>本版本只实现了一半的功能,最终版本是手机控制,并且有音效、登录验证、坦克可以360&deg;旋转,因为需要配置环境,没有公开。左右边界可以穿过,为3D效果。5枪可以搞定一个坦克。" +
"<p>按键 ctrl+alt+J 开始</p><p>①:WSAD 控制上下左右,J发子弹</p><p>②:↑↓←→ 控制上下左右,p发子弹</p>")

window.onkeydown = function(){
if(event.ctrlKey && event.altKey && event.keyCode == 74){
$("#showMsgBox")[0].style.display = "none";
$("#msgBox")[0].style.display = "none";
run_debug();
}
}

3D Tank JavaScript

</=></=></=></=></=>

拆开分析下:

  ① Tank对象

DIY坦克(还行,哈哈哈~):

var Tank = function(setting){
var opts = setting || {};
this.container = opts.container || forwardF;
this.dataset = this.container.getAttribute('data-num').split(" ");
//....
}

Tank.prototype = {
init: function(tankId, debug){
//....

if(debug){
this.debug = true;
this.keySet = debug.keySet;
window.addEventListener("keydown", function(){
this_.move_debug();
}, false);
}

window.addEventListener(this.stopN, function(){
clearInterval(this_.timer);
}, false);

},
paintTank: function(){
//....
},
switchPainter: function(N){
//....
},
direction_debug: function(){
//....
},
move_debug: function(){
//....
},
ani: function(){
//....
},
stopAni: function(){
var event = document.createEvent('HTMLEvents');
event.initEvent(this.stopN, true, true);
  event.eventName = this.stopN;
window.dispatchEvent(event);
},
detective: function(){
//....
},

detectiveTank: function(){

//....
},

shooter: function(){
//....
},
destroy: function(){
//....
}
}

  

  难点在于一些边界的判断,但是好好考虑下也不算什么难点咯~这些代码中应该看到了很多debug之类的变量和函数,因为我写了两种模式,一种是手机端玩,一中是电脑键盘控制(debug模式)。

  ②子弹对象

/**
* @Bullet Tank
* @attrs bullet, timer, gap, x, yadsjsw
*/
var Bullet = function(gA, x, y, tankId){
//....
};Bullet.prototype = {
move: function(){
//....
},
checkHit: function(){
//....
},
hit: function(tTank){
//....
},
destroy: function(){
clearInterval(this.timer);
if (typeof tanks[this.tankId] != 'undefined') {
var tankArr = tanks[this.tankId].bulletBox;
tankArr.splice(tankArr.indexOf(this),1);
}
this.bullet.parentNode && this.bullet.parentNode.removeChild(this.bullet);
}
}

   和坦克一样,都有一个destroy函数,销毁对象。

  ③ 构建AI对象

function createRandomTank(obj) {
var obj = obj || {cx: 150, cy: 150, color:"#ECFF0B", bColor:"#ECFF0B", speed: 1, container: backF};
var rTank = new Tank(obj);
rTank.init(String(randomTank));
rTank.shooterTimer = null;
rTank.shooterTimer = setInterval(function(){
if(Math.random() > 0.8){
rTank.shooter();
}
}, 200);

rTank.moveTimer = null;
rTank.moveTimer = setInterval(function(){
if(Math.random() > 0.4){
var ang = Math.PI * 2 * Math.random();
rTank.move.call(rTank, ang);
}
}, 1200);
tanks[randomTank] = rTank;
randomTank++;
}

  机器人是个麻烦的东西,这块虽然不难,销毁他们的时候费了不少力气~~~主要是那么timer要跟着一起销毁。

  ④ 构建对象说明

tanks[0] = new Tank({cx: 50, cy: 220, color:"red", bColor:"red"});
tanks[0].init('0', {
keySet:debug_keySet[0]
});

  这里需要说明一下,只要init后面加了第二个参数,就是调试模式,也就是说键盘是可以控制运行的。

  设置了一个全局变量

                //a   w   d  s   j      ←   ↑   →  ↓   p
debug_keySet = [[65, 87, 68, 83, 74], [37, 38, 39, 40, 80]];

3. socket这块

  整个平台信息的交互就是以他为核心,socket这个东西还算比较新,所以学习的时候也没找到太多的资料,只能对着w3c的一些文档边试边做。

var socket;
function ws_init() {
var host = "ws://192.168.86.1:1111/";
// var host = "ws://202.114.20.79:1111/";
try {
socket = new WebSocket(host);
logMsg('WebSocket - status '+socket.readyState);
socket.onopen = function(msg) { logMsg("Welcome - status "+this.readyState); send('display'); };
socket.onclose = function(msg) { logMsg("Disconnected - status "+this.readyState); };
socket.onmessage = function(msg) { //.... };
} catch(ex) {
logMsg(ex);
}
}
function send(msg) {
try {
socket.send(msg + '=');
} catch(ex) {
logMsg(ex);
}
}

  socket在前端部分是非常简单的,就是三个事件onopen, onclose, onmessage来驱动,重点还是后台操作,真心麻烦!

后台部分

后台用的是php,本来打算使用nodeJS,不是十分熟练,24个小时的赛制花太长时间去学习也不现实,所以就用了比较熟悉的php来建立socket连接,还算成功吧。

这个部分以后有时间说。先碎觉~~

最后,别忘了这个DEMO哦, http://qianduannotes.sinaapp.com/3dtank/html/index.html