Circle.js
function Circle() {
createjs.Shape.call(this);
//创建三个不同的选项(类型)
this.setCircleType = function(type){
this._circleType = type;
switch(type){
case Circle.TYPE_UNSELECTED:
this.setColor("#cccccc");
break;
case Circle.TYPE_SELECTED:
this.setColor("#ff6600");
break;
case Circle.TYPE_CAT:
this.setColor("#0000ff");
break;
}
}
this.setColor = function(colorString){
this.graphics.beginFill(colorString);
this.graphics.drawCircle(0,0,25);
this.graphics.endFill();
};
//设置回调函数
this.getCircleType = function(){
return this._circleType;
};
//设置默认值
this.setCircleType(1);
}
//赋值属性
Circle.prototype = new createjs.Shape();
//定义成公共类
//三种状态
Circle.TYPE_UNSELECTED = 1;//未选中状态
Circle.TYPE_SELECTED = 2;//选中状态
Circle.TYPE_CAT = 3;//猫状态
app.js
var stage = new createjs.Stage("gameView");//创建一个舞台对象,通过获取ID将画布 布置在舞台上
//设置帧,30帧
createjs.Ticker.setFPS(30);
//设置监听器
createjs.Ticker.addEventListener("tick",stage);
//设置容器
var gameView = new createjs.Container();
//调整容器
gameView.x = 30;
gameView.y = 30;
stage.addChild(gameView);
//绘制,用数组承载每一个点、
var circleArr = [[],[],[],[],[],[],[],[],[]];
//当前猫对象
var currentCat ;//= new Circle();
//定义七种状态
var MOVE_NONE=-1,MOVE_LEFT=0,MOVE_UP_LEFT=1,MOVE_UP_RIGHT=2,MOVE_RIGHT=3,MOVE_DOWN_RIGHT=4,MOVE_DOWN_LEFT=5;
function getMoveDir(cat){
var distaanceMap=[];//记录还可以移动的距离
//left判定
var can = true;//作为判定条件
for (var x = cat.indexX;x>=0;x--) {
if(circleArr[x][cat.indexY].getCircleType()==Circle.TYPE_SELECTED){
can=false;
distaanceMap[MOVE_LEFT]=cat.indexX-x;
break;
}
}
if(can){
return MOVE_LEFT;
}
//right判定
can = true;//作为判定条件
for (var x = cat.indexX;x<9;x++) {
if(circleArr[x][cat.indexY].getCircleType()==Circle.TYPE_SELECTED){
can=false;
distaanceMap[MOVE_RIGHT]=x-cat.indexX;
break;
}
}
if(can){
return MOVE_RIGHT;
}
//left top
can=true;
// for (var y = cat.indexY;y>0;y--) {
// if(circleArr[cat.indexX-1][y].getCircleType()==Circle.TYPE_SELECTED){
// can=false;
// distaanceMap[MOVE_UP_LEFT]=cat.indexY-y;
// break;
// }
// }
var x=cat.indexX,y=cat.indexY;
while(true){
if(circleArr[x][y].getCircleType()==Circle.TYPE_SELECTED){
can = false;
distaanceMap[MOVE_UP_LEFT] = cat.indexY - y;
break;
}
if(y%2==0){
x--;
}
y--;
if(y<0||x<0){
break;
}
}
if(can){
return MOVE_UP_LEFT;
}
//right top
can=true;
var x=cat.indexX,y=cat.indexY;
while(true){
if(circleArr[x][y].getCircleType()==Circle.TYPE_SELECTED){
can = false;
distaanceMap[MOVE_UP_RIGHT] = cat.indexY - y;
break;
}
if(y%2==1){//==0
x++;
}
y--;
if(y<0||x>8){
break;
}
}
if(can){
return MOVE_UP_RIGHT;
}
//left bottom
can=true;
var x=cat.indexX,y=cat.indexY;
while(true){
if(circleArr[x][y].getCircleType()==Circle.TYPE_SELECTED){
can = false;
distaanceMap[MOVE_DOWN_LEFT] = y - cat.indexY;
break;
}
if(y%2==0){
x--;
}
y++;
if(y>8||x<0){
break;
}
}
if(can){
return MOVE_DOWN_LEFT;
}
//right bottom
can=true;
var x=cat.indexX,y=cat.indexY;
while(true){
if(circleArr[x][y].getCircleType()==Circle.TYPE_SELECTED){
can = false;
distaanceMap[MOVE_DOWN_RIGHT] = y - cat.indexY;
break;
}
if(y%2==1){
x++;
}
y++;
if(y>8||x>8){
break;
}
}
if(can){
return MOVE_DOWN_RIGHT;
}
var maxDir = -1,maxValue = -1;
for(var dir = 0;dirmaxValue){
maxValue = distaanceMap[dir];
maxDir = dir;
}
}
if(maxValue>1){
return maxDir;
}else{
return MOVE_NONE;
}
}
function circleClicked(event){
if(event.target.getCircleType() != Circle.TYPE_CAT){
event.target.setCircleType(Circle.TYPE_SELECTED);
}else{
return;//程序不在运行,等待下一次点击
}
//边界判定c
if(currentCat.indexX==0 || currentCat.indexY == 8 || currentCat.indexX == 0 || currentCat.indexY == 8){
alert("游戏结束");
return;//程序不在运行,等待下一次点击
}
var dir = getMoveDir(currentCat);
switch(dir){
case MOVE_LEFT:
currentCat.setCircleType(Circle.TYPE_UNSELECTED);
currentCat = circleArr[currentCat.indexX-1][currentCat.indexY];
currentCat.setCircleType(Circle.TYPE_CAT);
break;
case MOVE_RIGHT:
currentCat.setCircleType(Circle.TYPE_UNSELECTED);
currentCat = circleArr[currentCat.indexX+1][currentCat.indexY];
currentCat.setCircleType(Circle.TYPE_CAT);
break;
case MOVE_UP_LEFT:
currentCat.setCircleType(Circle.TYPE_UNSELECTED);
currentCat = circleArr[currentCat.indexY%2?currentCat.indexX:currentCat.indexX-1][currentCat.indexY-1];
currentCat.setCircleType(Circle.TYPE_CAT);
break;
case MOVE_UP_RIGHT:
currentCat.setCircleType(Circle.TYPE_UNSELECTED);
currentCat = circleArr[currentCat.indexY%2?currentCat.indexX+1:currentCat.indexX][currentCat.indexY-1];
currentCat.setCircleType(Circle.TYPE_CAT);
break;
case MOVE_DOWN_LEFT:
currentCat.setCircleType(Circle.TYPE_UNSELECTED);
currentCat = circleArr[currentCat.indexY%2?currentCat.indexX:currentCat.indexX-1][currentCat.indexY+1];
currentCat.setCircleType(Circle.TYPE_CAT);
break;
case MOVE_DOWN_RIGHT:
currentCat.setCircleType(Circle.TYPE_UNSELECTED);
currentCat = circleArr[currentCat.indexY%2?currentCat.indexX+1:currentCat.indexX][currentCat.indexY+1];
currentCat.setCircleType(Circle.TYPE_CAT);
break;
default:
alert("游戏结束!");
}
//左移动
// var leftCircle = circleArr[currentCat.indexX - 1][currentCat.indexY];
// var rightCircle = circleArr[currentCat.indexX + 1][currentCat.indexY];
// var lefttopCircle = circleArr[currentCat.indexX-1][currentCat.indexY - 1];
// var righttopCircle = circleArr[currentCat.indexX ][currentCat.indexY - 1];
// var leftbottomCircle = circleArr[currentCat.indexX-1][currentCat.indexY + 1];
// var rightbottomCircle = circleArr[currentCat.indexX ][currentCat.indexY + 1];
// if(leftCircle.getCircleType() == 1){
// leftCircle.setCircleType(3);
// currentCat.setCircleType(1);
// currentCat = leftCircle;
// }else if(rightCircle.getCircleType()==1){
// rightCircle.setCircleType(3);
// currentCat.setCircleType(1);
// currentCat = rightCircle;
// }else if(lefttopCircle.getCircleType()==1){
// lefttopCircle.setCircleType(3);
// currentCat.setCircleType(1);
// currentCat = lefttopCircle;
// }else if(righttopCircle.getCircleType()==1){
// righttopCircle.setCircleType(3);
// currentCat.setCircleType(1);
// currentCat = righttopCircle;
// }else if(leftbottomCircle.getCircleType()==1){
// leftbottomCircle.setCircleType(3);
// currentCat.setCircleType(1);
// currentCat = leftbottomCircle;
// }else if(rightbottomCircle.getCircleType()==1){
// rightbottomCircle.setCircleType(3);
// currentCat.setCircleType(1);
// currentCat = rightbottomCircle;
// }else{
// alert("游戏结束!");
// }
}
function addCircles(){
for (var indexY=0;indexY<9;indexY++) {
for (var indexX=0;indexX<9;indexX++) {
var c = new Circle();
gameView.addChild(c);
circleArr[indexX][indexY] = c;
c.indexX = indexX;
c.indexY = indexY;
c.x = indexY%2?indexX*55+25:indexX*55;//根据Y的单双数,使横向X错位
c.y = indexY*55;
//绘制猫
if(indexX==4&&indexY==4){
c.setCircleType(3);
currentCat = c;
}else if(Math.random()<0.1){
c.setCircleType(Circle.TYPE_SELECTED);
}
//添加监听器
c.addEventListener("click",circleClicked);
}
}
}
addCircles();
index.html
围住神经猫