过完年来公司,没什么事,主管说研究下html5 游戏,然后主管就给了一个斗地主的demo,随后我就开始看代码,
现在我看了html5以及canvas相关知识和斗地主的demo后,自己用demo上的素材试着写了个斗地主,代码没重构好,欢迎赐教。
演示地址:CanVas斗地主
话不多说,下面就一步一步解释下吧
只有一个common.js文件
1、资源类
1 var Resource = Class.create(); 2 $.extend(Resource.prototype, { 3 initialize: function () { }, 4 Images: [ 5 { path: 'img/bg1.png', x: 0, y: 0, w: 800, h: 480, data: null, type: 61, visible: true }, 6 { path: 'img/BeiMian.jpg', x: 320, y: 5, w: 100, h: 121, data: null, type: 62, visible: true }, 7 { path: 'img/btn.jpg', x: 300, y: 281, w: 140, h: 50, data: null, type: 63, visible: true, text: '开始', textX: 366, textY: 310 }, 8 { x: 0, y: 0, type: 66, isText: true, visible: false }, 9 { path: 'img/1.jpg', data: null, type: 16, visible: false }, 10 { path: 'img/2.jpg', data: null, type: 17, visible: false }, 11 { path: 'img/3.jpg', data: null, type: 3, visible: false, se: 1 }, 12 { path: 'img/4.jpg', data: null, type: 4, visible: false, se: 1 }, 13 { path: 'img/5.jpg', data: null, type: 5, visible: false, se: 1 }, 14 { path: 'img/6.jpg', data: null, type: 6, visible: false, se: 1 }, 15 { path: 'img/7.jpg', data: null, type: 7, visible: false, se: 1 }, 16 { path: 'img/8.jpg', data: null, type: 8, visible: false, se: 1 }, 17 { path: 'img/9.jpg', data: null, type: 9, visible: false, se: 1 }, 18 { path: 'img/10.jpg', data: null, type: 10, visible: false, se: 1 }, 19 { path: 'img/11.jpg', data: null, type: 11, visible: false, se: 1 }, 20 { path: 'img/12.jpg', data: null, type: 12, visible: false, se: 1 }, 21 { path: 'img/13.jpg', data: null, type: 13, visible: false, se: 1 }, 22 { path: 'img/14.jpg', data: null, type: 14, visible: false, se: 1 }, 23 { path: 'img/15.jpg', data: null, type: 15, visible: false, se: 1 }, 24 { path: 'img/16.jpg', data: null, type: 3, visible: false, se: 4 }, 25 { path: 'img/17.jpg', data: null, type: 4, visible: false, se: 4 }, 26 { path: 'img/18.jpg', data: null, type: 5, visible: false, se: 4 }, 27 { path: 'img/19.jpg', data: null, type: 6, visible: false, se: 4 }, 28 { path: 'img/20.jpg', data: null, type: 7, visible: false, se: 4 }, 29 { path: 'img/21.jpg', data: null, type: 8, visible: false, se: 4 }, 30 { path: 'img/22.jpg', data: null, type: 9, visible: false, se: 4 }, 31 { path: 'img/23.jpg', data: null, type: 10, visible: false, se: 4 }, 32 { path: 'img/24.jpg', data: null, type: 11, visible: false, se: 4 }, 33 { path: 'img/25.jpg', data: null, type: 12, visible: false, se: 4 }, 34 { path: 'img/26.jpg', data: null, type: 13, visible: false, se: 4 }, 35 { path: 'img/27.jpg', data: null, type: 14, visible: false, se: 4 }, 36 { path: 'img/28.jpg', data: null, type: 15, visible: false, se: 4 }, 37 { path: 'img/29.jpg', data: null, type: 3, visible: false, se: 3 }, 38 { path: 'img/30.jpg', data: null, type: 4, visible: false, se: 3 }, 39 { path: 'img/31.jpg', data: null, type: 5, visible: false, se: 3 }, 40 { path: 'img/32.jpg', data: null, type: 6, visible: false, se: 3 }, 41 { path: 'img/33.jpg', data: null, type: 7, visible: false, se: 3 }, 42 { path: 'img/34.jpg', data: null, type: 8, visible: false, se: 3 }, 43 { path: 'img/35.jpg', data: null, type: 9, visible: false, se: 3 }, 44 { path: 'img/36.jpg', data: null, type: 10, visible: false, se: 3 }, 45 { path: 'img/37.jpg', data: null, type: 11, visible: false, se: 3 }, 46 { path: 'img/38.jpg', data: null, type: 12, visible: false, se: 3 }, 47 { path: 'img/39.jpg', data: null, type: 13, visible: false, se: 3 }, 48 { path: 'img/40.jpg', data: null, type: 14, visible: false, se: 3 }, 49 { path: 'img/41.jpg', data: null, type: 15, visible: false, se: 3 }, 50 { path: 'img/42.jpg', data: null, type: 3, visible: false, se: 2 }, 51 { path: 'img/43.jpg', data: null, type: 4, visible: false, se: 2 }, 52 { path: 'img/44.jpg', data: null, type: 5, visible: false, se: 2 }, 53 { path: 'img/45.jpg', data: null, type: 6, visible: false, se: 2 }, 54 { path: 'img/46.jpg', data: null, type: 7, visible: false, se: 2 }, 55 { path: 'img/47.jpg', data: null, type: 8, visible: false, se: 2 }, 56 { path: 'img/48.jpg', data: null, type: 9, visible: false, se: 2 }, 57 { path: 'img/49.jpg', data: null, type: 10, visible: false, se: 2 }, 58 { path: 'img/50.jpg', data: null, type: 11, visible: false, se: 2 }, 59 { path: 'img/51.jpg', data: null, type: 12, visible: false, se: 2 }, 60 { path: 'img/52.jpg', data: null, type: 13, visible: false, se: 2 }, 61 { path: 'img/53.jpg', data: null, type: 14, visible: false, se: 2 }, 62 { path: 'img/54.jpg', data: null, type: 15, visible: false, se: 2 } 63 ] 64 });
Resource.Images是素材数组(几个按钮,文本,54张牌,背景图片等),大家可以下载demo看看
2、Lables类,在Canvas画布上画文本的,比如按钮文字,相关知识请看canvas教程
1 var Labels = Class.create(); 2 $.extend(Labels.prototype, { 3 initialize: function (cxt) { 4 this.cxt = cxt; 5 }, 6 setText: function (text, postion) { 7 this.cxt.font = 'bold 20px serif'; 8 this.cxt.fillStyle = '#000000'; 9 this.cxt.textAlign = 'center'; 10 this.cxt.fillText(text, postion.x, postion.y); 11 } 12 });
这个类的方法setText主要是根据设置的字体,字体大小,字体颜色,在Canvas上画文本的,this.cxt这个是canvas上下文(每个教程的叫法不一样),首先this.cxt.font = 'bold 20px serif';这个是设置字体大小,样式等,this.cxt.fillStyle = '#000000';这个
是设置字体颜色,this.cxt.textAlign = 'center';这个是设置字体对齐方式,this.cxt.fillText(text, postion.x, postion.y);这个是开始在canvas上画文本,postion.x, postion.y分别是x坐标和y坐标。
3、DdZGame游戏类,主要功能就是初始化斗地主,发牌,抢地主等,出牌未完待续,后续更新
1 var DdZGame = Class.create(); 2 DdZGame.Statics = { DealedNums: 0, isLeftFirstDeal: true }; 3 $.extend(DdZGame.prototype, { 4 initialize: function () { 5 DdZGame.Statics.IsGetLander = false; 6 DdZGame.Statics.DealTime = 66; 7 this.leftPokers = []; 8 this.rightPokers = []; 9 this.myPokers = []; 10 this.LastPokers = [];//最后3张牌 11 12 this.leftPlays = []; 13 this.rightPlays = []; 14 this.myPlays = []; 15 16 this.myBtnPostion = { y: 245, x: 162 }; 17 18 this.isStart = false; 19 20 this.Res = new Resource(); 21 22 this.allPokers = new Array(); 23 24 this.Lander = 0;//地主,1右边,2My,3左边 25 this.isGetLander = {}; 26 this.GmCanvas = document.getElementById('gmCanvas'); 27 28 29 this.cxt = this.GmCanvas.getContext('2d'); 30 this.Lbl = new Labels(this.cxt); 31 this.init(); 32 this.initEvt(); 33 }, 34 initEvt: function () { 35 this.GmCanvas.onclick = $.proxy(function (e) { 36 var box = this.GmCanvas.getBoundingClientRect(); 37 38 DdZGame.Statics.MousePostion = { x: e.pageX - box.left, y: e.pageY - box.top }; 39 this.onControlClick(); 40 }, this); 41 }, 42 onControlClick: function () { 43 var isClick = false; 44 for (var i = 0; i < this.Controls.length; i++) { 45 var c = this.Controls[i]; 46 var postion = DdZGame.Statics.MousePostion; 47 if (c.onClick) { 48 if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) { 49 c.onClick(); 50 isClick = true; 51 break; 52 } 53 } 54 } 55 if (!isClick) { 56 for (var i = 0; i < this.myPokers.length; i++) { 57 var c = this.myPokers[i]; 58 var postion = DdZGame.Statics.MousePostion; 59 if (c.onClick) { 60 if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) { 61 c.onClick(); 62 isClick = true; 63 break; 64 } 65 } 66 } 67 } 68 }, 69 loadImages: function (callback) { 70 var loadedNums = 0; 71 var totalNums = this.Res.Images.length - 1; 72 this.Controls = []; 73 $.each(this.Res.Images, $.proxy(function (i, o) { 74 if (!o.path) { 75 return true; 76 } 77 o.data = new Image(); 78 o.data.src = o.path; 79 o.data.onload = $.proxy(function () { 80 if (o.type <= 17) { 81 this.allPokers.push(o); 82 } 83 else 84 this.Controls.push(o); 85 86 87 loadedNums++; 88 if (loadedNums >= totalNums) { 89 callback.call(this); 90 } 91 }, this); 92 }, this)); 93 }, 94 drawImage: function (callback, isUnVisibleLast) {//isVisibleLast 是否让底牌不可见 95 $.each(this.Controls, $.proxy(function (i, o) { 96 if (!o.visible) 97 return true; 98 if (o.type == 62) { 99 var x = 0; 100 for (var i = 0; i < 54 - DdZGame.Statics.DealedNums ; i++) { 101 if (i == 0) x = o.x; 102 this.cxt.drawImage(o.data, o.x, o.y, o.w, o.h); 103 o.x++; 104 } 105 o.x = x; 106 } 107 else if (!o.isText) { 108 this.cxt.drawImage(o.data, o.x, o.y, o.w, o.h); 109 } 110 if (o.type == 63) { 111 this.Lbl.setText(o.text, { x: o.textX, y: o.textY }); 112 113 114 115 if (!o.onClick) 116 o.onClick = $.proxy(function () { 117 o.onClick = null; 118 o.visible = false; 119 this.drawImage(); 120 this.Dealing(); 121 }, this); 122 } 123 124 if (o.type == 66) { 125 this.Lbl.setText(o.text, { x: o.x, y: o.y }); 126 } 127 }, this)); 128 129 130 /*克隆*/ 131 var copyLeftPokers = this.leftPokers.slice(); 132 var copyRightPokers = this.rightPokers.slice(); 133 var copyMyPokers = this.myPokers.slice(); 134 var copyLastPokers = this.LastPokers.slice(); 135 136 var isDealEndLeft = false; 137 var isDealEndRight = false; 138 var isDealEndMy = false; 139 var isDealEndLast = false; 140 141 var beiMain = $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0]; 142 var DrawPokers = function (arry, direction, isBeiMian, identiy, axis) { 143 if (arry && arry.length > 0) { 144 var o = arry[0]; 145 var x = 0, y = 0; 146 147 148 149 150 151 152 153 154 155 156 157 158 159 if (!DdZGame.Statics[direction]) { 160 DdZGame.Statics[direction] = this[direction]; 161 } 162 163 if (!o.x) { 164 x = DdZGame.Statics[direction].x; 165 y = DdZGame.Statics[direction].y; 166 167 o.x = this[direction].x; 168 o.y = this[direction].y; 169 } 170 else { 171 x = o.x; 172 y = o.y; 173 } 174 175 176 if (!o.visible) { 177 return true; 178 } 179 180 181 182 o.w = 18; 183 o.h = 129; 184 if (arry.length == 1) { 185 o.w = 105; 186 o.h = 150; 187 } 188 189 190 191 192 193 194 195 var img = o.data; 196 if (isBeiMian) { 197 img = beiMain.data; 198 } 199 else if (direction == 'myPannel') { 200 o.onClick = $.proxy(function () { 201 if (!this.isStart) 202 return; 203 if (!o.isPlay) { 204 o.isPlay = true; 205 o.y -= 30; 206 } 207 else { 208 o.isPlay = false; 209 o.y += 30; 210 } 211 212 DdZGame.Statics.DealTime = 0; 213 this.drawImage(); 214 }, this); 215 } 216 this.cxt.drawImage(img, x, y); 217 DdZGame.Statics[direction][axis] += identiy; 218 219 arry.splice(0, 1); 220 if (DdZGame.Statics.DealTime > 0) 221 DdZGame.Statics[direction + 'handle'] = setTimeout($.proxy(function () { 222 DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis); 223 }, this), DdZGame.Statics.DealTime); 224 else 225 DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis); 226 } 227 else if (DdZGame.Statics[direction + 'handle'] || DdZGame.Statics.DealTime == 0) { 228 clearTimeout(DdZGame.Statics[direction + 'handle']); 229 230 231 if (direction == 'leftPannel' && copyLeftPokers.length == 0) { 232 isDealEndLeft = true; 233 } 234 if (direction == 'rightPannel' && copyRightPokers.length == 0) { 235 isDealEndRight = true; 236 } 237 if (direction == 'myPannel' && copyMyPokers.length == 0) { 238 isDealEndMy = true; 239 } 240 if (direction == 'lastPannel' && copyLastPokers.length == 0) { 241 isDealEndLast = true; 242 } 243 if (isDealEndLeft && isDealEndRight && isDealEndMy && isDealEndLast) { 244 /*发牌完毕*/ 245 /*抢地主*/ 246 if (callback) 247 callback(); 248 } 249 } 250 }; 251 252 253 DrawPokers.call(this, copyLeftPokers, 'leftPannel', true, 26, 'y'); 254 DrawPokers.call(this, copyRightPokers, 'rightPannel', true, 26, 'y'); 255 DrawPokers.call(this, copyMyPokers, 'myPannel', false, 19, 'x'); 256 257 DrawPokers.call(this, copyLastPokers, 'lastPannel', isUnVisibleLast, 126, 'x'); 258 }, 259 init: function () { 260 this.loadImages(this.drawImage); 261 }, 262 Dealing: function () {//发牌 263 this.leftPannel = { x: 5, y: 18 }; 264 this.rightPannel = { x: 691, y: 18 }; 265 this.myPannel = { x: 198, y: 330 }; 266 this.lastPannel = { x: 243, y: 5 }; 267 268 269 if (DdZGame.Statics.DealedNums >= 51) { //发牌完毕 270 271 $.each(this.allPokers, $.proxy(function (i, o) { 272 o.visible = true; 273 this.LastPokers.push(o); 274 }, this)); 275 276 277 this.myPokers.sort(function (a, b) { 278 if (a.type != b.type) 279 return b.type - a.type; 280 return b.se - a.se; 281 }); 282 $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0].visible = false; 283 this.drawImage($.proxy(function () { this.GetLander(); }, this), true); 284 285 } 286 else { 287 /*1、left*/ 288 var index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0); 289 var c = this.allPokers.splice(index, 1); 290 c[0].visible = true; 291 this.leftPokers.push(c[0]); 292 DdZGame.Statics.DealedNums++; 293 294 /*2、right*/ 295 index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0); 296 c = this.allPokers.splice(index, 1); 297 c[0].visible = true; 298 this.rightPokers.push(c[0]); 299 DdZGame.Statics.DealedNums++; 300 301 index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0); 302 c = this.allPokers.splice(index, 1); 303 c[0].visible = true; 304 this.myPokers.push(c[0]); 305 DdZGame.Statics.DealedNums++; 306 307 this.Dealing(); 308 } 309 }, 310 GetLander: function (firstGet, minScore, curScore) { 311 /*随机出谁先叫地主*/ 312 313 //if (curScore && !this.isGetLander[1] && !this.isGetLander[2] && !this.isGetLander[3]) { 314 // //**Game Over ! 315 // alert('无人抢地主'); 316 // return; 317 //} 318 319 320 var postion = { 1: { y: 100, x: 640 }, 3: { y: 100, x: 126 }, 2: { x: 216, y: 297 } }; 321 if (!curScore) { 322 if (!minScore) 323 minScore = 1; 324 if (!firstGet) 325 firstGet = Math.floor(Math.random() * (3 - 1 + 1) + 1); 326 if (firstGet == 1 || firstGet == 3) { //电脑抢地主 327 if (this.isGetLander[firstGet] == -1 || this.isGetLander[firstGet]) { 328 $.each(this.Controls, $.proxy(function (i, o) { 329 if (o.Lander) { 330 o.visible = false; 331 } 332 }, this)); 333 334 var max = 0; 335 if (this.isGetLander[1] > this.isGetLander[2]) { 336 max = this.isGetLander[1]; 337 this.Lander = 1; 338 } 339 else { 340 max = this.isGetLander[2]; 341 this.Lander = 2; 342 } 343 if (max < this.isGetLander[3]) { 344 max = this.isGetLander[3]; 345 this.Lander = 3; 346 } 347 if (max == 0) { 348 alert('Game Over !'); 349 return; 350 } 351 352 var txt = max + '分'; 353 var t = {}; 354 var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0]; 355 $.extend(t, tObj);//复制对象 356 if (this.CurScore == 4) { 357 txt = '不抢'; 358 } 359 t.text = txt; 360 t.x = postion[this.Lander].x; 361 t.y = postion[this.Lander].y; 362 t.visible = true; 363 this.Controls.push(t); 364 365 366 367 //this.drawImage($.proxy(function () { 368 369 // this.FanDiPai(this.Lander); 370 //}, this)); 371 this.FanDiPai(this.Lander); 372 return; 373 } 374 console.log('电脑抢地主'); 375 this.CurScore = Math.floor(Math.random() * (4 - minScore + 1) + minScore); 376 377 this.isGetLander[firstGet] = this.CurScore == 4 ? -1 : this.CurScore; 378 379 var txt = this.CurScore + '分'; 380 var t = {}; 381 var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0]; 382 $.extend(t, tObj);//复制对象 383 if (this.CurScore == 4) { 384 txt = '不抢'; 385 } 386 387 t.text = txt; 388 t.x = postion[firstGet].x; 389 t.y = postion[firstGet].y; 390 t.visible = true; 391 392 this.Controls.push(t); 393 394 if (this.CurScore == 3) { 395 this.Lander = firstGet; 396 //DdZGame.Statics.IsGetLander = true; 397 //DdZGame.Statics.DealTime = 0; 398 399 var dz = {}; 400 $.extend(dz, tObj);//复制对象 401 dz.text = '地主'; 402 dz.x = t.x + 30; 403 dz.y = t.y; 404 dz.visible = true; 405 406 this.Controls.push(dz); 407 408 //this.drawImage($.proxy(function () { this.Play(this.Lander, '电脑地主'); }, this));//电脑抢到地主优先出牌 409 this.FanDiPai(this.Lander); 410 return; 411 } 412 else { 413 if (this.CurScore == 4) { 414 var test = 'abcdefg'; 415 } 416 var nextGet = firstGet == 1 ? 2 : 1; 417 minScore = this.CurScore == 4 ? minScore : this.CurScore + 1; 418 this.CurScore = this.CurScore == 4 ? 0 : this.CurScore; 419 420 421 DdZGame.Statics.DealTime = 0; 422 this.drawImage($.proxy(function () { this.GetLander(nextGet, minScore); }, this), true);//电脑抢到地主优先出牌 423 return; 424 } 425 } 426 } 427 if (curScore) { 428 /*代码写的很垃圾,这点没用面向对象*/ 429 /*My已经叫过地主,按钮需要隐藏*/ 430 $.each(this.Controls, $.proxy(function (i, o) { 431 if (o.Lander) { 432 o.visible = false; 433 } 434 }, this)); 435 436 this.CurScore = curScore; 437 var txt = this.CurScore + '分'; 438 var t = {}; 439 var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0]; 440 $.extend(t, tObj);//复制对象 441 if (this.CurScore == 4) { 442 txt = '不抢'; 443 } 444 t.text = txt; 445 t.x = postion[2].x; 446 t.y = postion[2].y; 447 t.visible = true; 448 this.Controls.push(t); 449 450 this.isGetLander[2] = curScore == 4 ? -1 : curScore; 451 452 if (this.CurScore == 3 || (this.isGetLander[1] && this.isGetLander[3] && this.CurScore != 4)) { 453 this.Lander = 2; 454 //DdZGame.Statics.IsGetLander = true; 455 //DdZGame.Statics.DealTime = 0; 456 457 var dz = {}; 458 $.extend(dz, tObj);//复制对象 459 dz.text = '地主'; 460 dz.x = t.x + 50; 461 dz.y = t.y; 462 dz.visible = true; 463 464 this.Controls.push(dz); 465 466 //this.drawImage($.proxy(function () { this.Play(this.Lander, '我是地主'); }, this), false);//电脑抢到地主优先出牌 467 this.FanDiPai(this.Lander); 468 return; 469 } 470 else { 471 minScore = this.CurScore == 4 ? minScore : this.CurScore + 1; 472 this.CurScore = this.CurScore == 4 ? 0 : this.CurScore; 473 if (!this.isGetLander[3]) { 474 DdZGame.Statics.DealTime = 0; 475 this.drawImage($.proxy(function () { this.GetLander(3, minScore) }, this), true); 476 return; 477 } 478 else { //已经转了一圈,则比较抢地主的分数大小 479 var max = 0; 480 if (this.isGetLander[1] > this.isGetLander[2]) { 481 max = this.isGetLander[1]; 482 this.Lander = 1; 483 } 484 else { 485 max = this.isGetLander[2]; 486 this.Lander = 2; 487 } 488 if (max < this.isGetLander[3]) { 489 max = this.isGetLander[3]; 490 this.Lander = 3; 491 } 492 if (max == 0) { 493 alert('Game Over !'); 494 return; 495 } 496 497 var txt = '地主'; 498 var t = {}; 499 var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0]; 500 $.extend(t, tObj);//复制对象 501 t.text = txt; 502 t.x = postion[this.Lander].x; 503 t.y = postion[this.Lander].y; 504 if (this.Lander != 2) { 505 t.x += 30; 506 } 507 else { 508 t.x += 50; 509 } 510 t.visible = true; 511 this.Controls.push(t); 512 513 514 //DdZGame.Statics.DealTime = 0; 515 //this.drawImage($.proxy(function () { this.Play(this.Lander, '抢地主啊'); }, this), false); 516 this.FanDiPai(this.Lander); 517 return; 518 } 519 } 520 } 521 else if (this.isGetLander[2] == -1 || this.isGetLander[2]) { 522 $.each(this.Controls, $.proxy(function (i, o) { 523 if (o.Lander) { 524 o.visible = false; 525 } 526 }, this)); 527 528 var max = 0; 529 if (this.isGetLander[1] > this.isGetLander[2]) { 530 max = this.isGetLander[1]; 531 this.Lander = 1; 532 } 533 else { 534 max = this.isGetLander[2]; 535 this.Lander = 2; 536 } 537 if (max < this.isGetLander[3]) { 538 max = this.isGetLander[3]; 539 this.Lander = 3; 540 } 541 if (max == 0) { 542 alert('Game Over !'); 543 return; 544 } 545 546 var txt = max + '分'; 547 var t = {}; 548 var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0]; 549 $.extend(t, tObj);//复制对象 550 if (this.CurScore == 4) { 551 txt = '不抢'; 552 } 553 t.text = txt; 554 t.x = postion[this.Lander].x; 555 t.y = postion[this.Lander].y; 556 t.visible = true; 557 this.Controls.push(t); 558 559 560 //DdZGame.Statics.DealTime = 0; 561 //this.drawImage($.proxy(function () { this.Play(this.Lander, '抢地主啊'); }, this), false); 562 this.FanDiPai(this.Lander); 563 return; 564 } 565 //if (DdZGame.Statics.IsGetLander) { 566 // return; 567 //} 568 //DdZGame.Statics.IsGetLander = true;//是否在抢地主 569 console.log('我抢地主'); 570 var btnObj = $.grep(this.Res.Images, $.proxy(function (o, i) { 571 return o.type == 63; 572 }, this))[0]; 573 if (!this.CurScore) { 574 this.CurScore = 0; 575 } 576 var txtX = 0; 577 for (var i = 1; i <= 3; i++) { 578 if (i > this.CurScore) { 579 var btn = {}; 580 $.extend(btn, btnObj); 581 btn.text = i + '分'; 582 btn.x = this.myBtnPostion.x; 583 btn.y = this.myBtnPostion.y; 584 btn.visible = true; 585 btn.type = 63; 586 btn.textX = this.myBtnPostion.x + 30; 587 btn.textY = 286; 588 btn.h = 50; 589 btn.w = 81; 590 btn.Lander = true; 591 btn.onClick = (function (i, obj) { return function () { obj.GetLander(3, i + 1, i); }; })(i, this) 592 DdZGame.Statics.DealTime = 0; 593 this.Controls.push(btn); 594 this.myBtnPostion.x += btn.w + 10; 595 } 596 } 597 if (DdZGame.Statics.DealTime == 0) { 598 var btn = {}; 599 $.extend(btn, btnObj); 600 btn.text = '不抢'; 601 btn.x = this.myBtnPostion.x; 602 btn.y = this.myBtnPostion.y; 603 btn.visible = true; 604 btn.type = 63; 605 btn.textX = this.myBtnPostion.x + 30; 606 btn.textY = 286; 607 btn.h = 50; 608 btn.w = 81; 609 btn.Lander = true; 610 btn.onClick = $.proxy(function () { this.GetLander(3, minScore, 4); }, this); 611 this.Controls.push(btn); 612 this.drawImage(null, true); 613 } 614 }, 615 FanDiPai: function (lander) {//翻底牌 616 DdZGame.Statics.DealTime = 0; 617 var p = ''; 618 if (lander == 1) { 619 p = 'rightPokers'; 620 } 621 else if (lander == 2) { 622 p = 'myPokers'; 623 } 624 else if (lander == 3) { 625 p = 'leftPokers'; 626 } 627 /*谁抢到地主,底牌归谁*/ 628 $.each(this.LastPokers, $.proxy(function (i, o) { 629 var c = {}; 630 $.extend(c, o); 631 c.x = null; 632 c.y = null; 633 this[p].push(c); 634 test = c.path; 635 }, this)); 636 if (lander == 2) { 637 this.myPokers.sort(function (a, b) { 638 a.x = null; 639 a.y = null; 640 b.x = null; 641 b.y = null; 642 if (a.type != b.type) 643 return b.type - a.type; 644 return b.se - a.se; 645 }); 646 this.myPannel = { x: 198, y: 330 }; 647 DdZGame.Statics['myPannel'] = null; 648 } 649 this.drawImage($.proxy(function () { this.isStart = true; this.Play(lander, '是地主啊'); }, this), false); 650 }, 651 Play: function (lander, msg) {//出牌 652 //alert(''); 653 } 654 });
initialize:这个函数是构造函数,初始化一些起始变量。
initEvt这个里是初始化canvas事件,canvas点击事件不像svg那样,因为canvas是一帧一帧画上去的,html dom里是看不到里面的每个元素,javascript自然也无法获取到canvas里的某个元素,那canvas元素点击事件是怎么处理的了?
首先定义下canvas这个画布的事件,然后定义获取鼠标的坐标,再算出在canvas相对坐标,因为每个元素也都有自己的坐标和宽高,所以可以根据这个坐标判断这个坐标是否在某个元素内。
onControlClick:这个函数是根据上面算出的坐标,判断此坐标在哪个元素内,如果在元素内,并且定义了onclick函数(注:此处并不是真正的元素事件,只是对象的一个函数属性),然后调用onclick函数,执行相应的代码。
loadImages:这个是加载所有图片,图片加载完成之后,就开始在canvas上画初始的元素。
init:这个函数就是调用loadImages函数,然后所有图片加载完毕之后,调用回调函数,在canvas上画初始的元素
Dealing :这个是发牌,每方的牌都是随机的,if(DdZGame.Statics.DealedNums >= 51)发了51张牌之后,就剩3张底牌,然后再把这51张牌和3张底牌画在canvas上
GetLander :这个是抢地主,谁先抢地主是随机的,如果是先随机到电脑抢地主,那抢地主的分数也是随机的。
...................................未完待续