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    Html5斗地主棋牌架設Canvas實現斗地主游戲代碼解析

    來源:懂視網 責編:小采 時間:2020-11-27 15:07:05
    文檔

    Html5斗地主棋牌架設Canvas實現斗地主游戲代碼解析

    Html5斗地主棋牌架設Canvas實現斗地主游戲代碼解析:現在我看了h5.zhengtuwl.comhtml5以及canvas相關知識和斗地主的demo后,自己用demo上的素材試著寫了個斗地主,代碼沒重構好,歡迎賜教。話不多說,下面就一步一步解釋下吧只有一個common.js 文件1、資源類var Resource = Class.creat
    推薦度:
    導讀Html5斗地主棋牌架設Canvas實現斗地主游戲代碼解析:現在我看了h5.zhengtuwl.comhtml5以及canvas相關知識和斗地主的demo后,自己用demo上的素材試著寫了個斗地主,代碼沒重構好,歡迎賜教。話不多說,下面就一步一步解釋下吧只有一個common.js 文件1、資源類var Resource = Class.creat

    現在我看了h5.zhengtuwl.comhtml5以及canvas相關知識和斗地主的demo后,自己用demo上的素材試著寫了個斗地主,代碼沒重構好,歡迎賜教。

    話不多說,下面就一步一步解釋下吧

    只有一個common.js 文件

    1、資源類

    var Resource = Class.create();
    $.extend(Resource.prototype, {
    initialize: function () { },
    Images: [
    { path: 'img/bg1.png', x: 0, y: 0, w: 800, h: 480, data: null, type: 61, visible: true },
    { path: 'img/BeiMian.jpg', x: 320, y: 5, w: 100, h: 121, data: null, type: 62, visible: true },
    { path: 'img/btn.jpg', x: 300, y: 281, w: 140, h: 50, data: null, type: 63, visible: true, text: '開始', textX: 366, textY: 310 },
    { x: 0, y: 0, type: 66, isText: true, visible: false },
    { path: 'img/1.jpg', data: null, type: 16, visible: false },
    { path: 'img/2.jpg', data: null, type: 17, visible: false },
    { path: 'img/3.jpg', data: null, type: 3, visible: false, se: 1 },
    { path: 'img/4.jpg', data: null, type: 4, visible: false, se: 1 },
    { path: 'img/5.jpg', data: null, type: 5, visible: false, se: 1 },
    { path: 'img/6.jpg', data: null, type: 6, visible: false, se: 1 },
    { path: 'img/7.jpg', data: null, type: 7, visible: false, se: 1 },
    { path: 'img/8.jpg', data: null, type: 8, visible: false, se: 1 },
    { path: 'img/9.jpg', data: null, type: 9, visible: false, se: 1 },
    { path: 'img/10.jpg', data: null, type: 10, visible: false, se: 1 },
    { path: 'img/11.jpg', data: null, type: 11, visible: false, se: 1 },
    { path: 'img/12.jpg', data: null, type: 12, visible: false, se: 1 },
    { path: 'img/13.jpg', data: null, type: 13, visible: false, se: 1 },
    { path: 'img/14.jpg', data: null, type: 14, visible: false, se: 1 },
    { path: 'img/15.jpg', data: null, type: 15, visible: false, se: 1 },
    { path: 'img/16.jpg', data: null, type: 3, visible: false, se: 4 },
    { path: 'img/17.jpg', data: null, type: 4, visible: false, se: 4 },
    { path: 'img/18.jpg', data: null, type: 5, visible: false, se: 4 },
    { path: 'img/19.jpg', data: null, type: 6, visible: false, se: 4 },
    { path: 'img/20.jpg', data: null, type: 7, visible: false, se: 4 },
    { path: 'img/21.jpg', data: null, type: 8, visible: false, se: 4 },
    { path: 'img/22.jpg', data: null, type: 9, visible: false, se: 4 },
    { path: 'img/23.jpg', data: null, type: 10, visible: false, se: 4 },
    { path: 'img/24.jpg', data: null, type: 11, visible: false, se: 4 },
    { path: 'img/25.jpg', data: null, type: 12, visible: false, se: 4 },
    { path: 'img/26.jpg', data: null, type: 13, visible: false, se: 4 },
    { path: 'img/27.jpg', data: null, type: 14, visible: false, se: 4 },
    { path: 'img/28.jpg', data: null, type: 15, visible: false, se: 4 },
    { path: 'img/29.jpg', data: null, type: 3, visible: false, se: 3 },
    { path: 'img/30.jpg', data: null, type: 4, visible: false, se: 3 },
    { path: 'img/31.jpg', data: null, type: 5, visible: false, se: 3 },
    { path: 'img/32.jpg', data: null, type: 6, visible: false, se: 3 },
    { path: 'img/33.jpg', data: null, type: 7, visible: false, se: 3 },
    { path: 'img/34.jpg', data: null, type: 8, visible: false, se: 3 },
    { path: 'img/35.jpg', data: null, type: 9, visible: false, se: 3 },
    { path: 'img/36.jpg', data: null, type: 10, visible: false, se: 3 },
    { path: 'img/37.jpg', data: null, type: 11, visible: false, se: 3 },
    { path: 'img/38.jpg', data: null, type: 12, visible: false, se: 3 },
    { path: 'img/39.jpg', data: null, type: 13, visible: false, se: 3 },
    { path: 'img/40.jpg', data: null, type: 14, visible: false, se: 3 },
    { path: 'img/41.jpg', data: null, type: 15, visible: false, se: 3 },
    { path: 'img/42.jpg', data: null, type: 3, visible: false, se: 2 },
    { path: 'img/43.jpg', data: null, type: 4, visible: false, se: 2 },
    { path: 'img/44.jpg', data: null, type: 5, visible: false, se: 2 },
    { path: 'img/45.jpg', data: null, type: 6, visible: false, se: 2 },
    { path: 'img/46.jpg', data: null, type: 7, visible: false, se: 2 },
    { path: 'img/47.jpg', data: null, type: 8, visible: false, se: 2 },
    { path: 'img/48.jpg', data: null, type: 9, visible: false, se: 2 },
    { path: 'img/49.jpg', data: null, type: 10, visible: false, se: 2 },
    { path: 'img/50.jpg', data: null, type: 11, visible: false, se: 2 },
    { path: 'img/51.jpg', data: null, type: 12, visible: false, se: 2 },
    { path: 'img/52.jpg', data: null, type: 13, visible: false, se: 2 },
    { path: 'img/53.jpg', data: null, type: 14, visible: false, se: 2 },
    { path: 'img/54.jpg', data: null, type: 15, visible: false, se: 2 }
    ]
    });

    Resource.Images是素材數組(幾個按鈕,文本,54張牌,背景圖片等),大家可以下載demo看看
    2、Lables類,在Canvas畫布上畫文本的,比如按鈕文字,相關知識請看canvas教程

    var Labels = Class.create();
    $.extend(Labels.prototype, {
    initialize: function (cxt) {
    this.cxt = cxt;
    },
    setText: function (text, postion) {
    this.cxt.font = 'bold 20px serif';
    this.cxt.fillStyle = '#000000';
    this.cxt.textAlign = 'center';
    this.cxt.fillText(text, postion.x, postion.y);
    }
    });

    這個類的方法setText主要是根據設置的字體,字體大小,字體顏色,在Canvas上畫文本的,this.cxt這個是canvas上下文(每個教程的叫法不一樣),首先this.cxt.font = 'bold 20px serif';這個是設置字體大小,樣式等,this.cxt.fillStyle = '#000000';這個

    是設置字體顏色,this.cxt.textAlign = 'center';這個是設置字體對齊方式,this.cxt.fillText(text, postion.x, postion.y);這個是開始在canvas上畫文本,postion.x, postion.y分別是x坐標和y坐標。

    3、DdZGame游戲類,主要功能就是初始化斗地主,發牌,搶地主等,出牌未完待續,后續更新

    var DdZGame = Class.create();
    DdZGame.Statics = { DealedNums: 0, isLeftFirstDeal: true };
    $.extend(DdZGame.prototype, {
    initialize: function () {
    DdZGame.Statics.IsGetLander = false;
    DdZGame.Statics.DealTime = 66;
    this.leftPokers = [];
    this.rightPokers = [];
    this.myPokers = [];
    this.LastPokers = [];//最后3張牌

    this.leftPlays = [];
    this.rightPlays = [];
    this.myPlays = [];

    this.myBtnPostion = { y: 245, x: 162 };

    this.isStart = false;

    this.Res = new Resource();

    this.allPokers = new Array();

    this.Lander = 0;//地主,1右邊,2My,3左邊
    this.isGetLander = {};
    this.GmCanvas = document.getElementById('gmCanvas');


    this.cxt = this.GmCanvas.getContext('2d');
    this.Lbl = new Labels(this.cxt);
    this.init();
    this.initEvt();
    },
    initEvt: function () {
    this.GmCanvas.onclick = $.proxy(function (e) {
    var box = this.GmCanvas.getBoundingClientRect();

    DdZGame.Statics.MousePostion = { x: e.pageX - box.left, y: e.pageY - box.top };
    this.onControlClick();
    }, this);
    },
    onControlClick: function () {
    var isClick = false;
    for (var i = 0; i < this.Controls.length; i++) {
    var c = this.Controls[i];
    var postion = DdZGame.Statics.MousePostion;
    if (c.onClick) {
    if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) {
    c.onClick();
    isClick = true;
    break;
    }
    }
    }
    if (!isClick) {
    for (var i = 0; i < this.myPokers.length; i++) {
    var c = this.myPokers[i];
    var postion = DdZGame.Statics.MousePostion;
    if (c.onClick) {
    if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) {
    c.onClick();
    isClick = true;
    break;
    }
    }
    }
    }
    },
    loadImages: function (callback) {
    var loadedNums = 0;
    var totalNums = this.Res.Images.length - 1;
    this.Controls = [];
    $.each(this.Res.Images, $.proxy(function (i, o) {
    if (!o.path) {
    return true;
    }
    o.data = new Image();
    o.data.src = o.path;
    o.data.onload = $.proxy(function () {
    if (o.type <= 17) {
    this.allPokers.push(o);
    }
    else
    this.Controls.push(o);


    loadedNums++;
    if (loadedNums >= totalNums) {
    callback.call(this);
    }
    }, this);
    }, this));
    },
    drawImage: function (callback, isUnVisibleLast) {//isVisibleLast 是否讓底牌不可見
    $.each(this.Controls, $.proxy(function (i, o) {
    if (!o.visible)
    return true;
    if (o.type == 62) {
    var x = 0;
    for (var i = 0; i < 54 - DdZGame.Statics.DealedNums ; i++) {
    if (i == 0) x = o.x;
    this.cxt.drawImage(o.data, o.x, o.y, o.w, o.h);
    o.x++;
    }
    o.x = x;
    }
    else if (!o.isText) {
    this.cxt.drawImage(o.data, o.x, o.y, o.w, o.h);
    }
    if (o.type == 63) {
    this.Lbl.setText(o.text, { x: o.textX, y: o.textY });

    if (!o.onClick)
    o.onClick = $.proxy(function () {
    o.onClick = null;
    o.visible = false;
    this.drawImage();
    this.Dealing();
    }, this);
    }

    if (o.type == 66) {
    this.Lbl.setText(o.text, { x: o.x, y: o.y });
    }
    }, this));


    /*克隆*/
    var copyLeftPokers = this.leftPokers.slice();
    var copyRightPokers = this.rightPokers.slice();
    var copyMyPokers = this.myPokers.slice();
    var copyLastPokers = this.LastPokers.slice();

    var isDealEndLeft = false;
    var isDealEndRight = false;
    var isDealEndMy = false;
    var isDealEndLast = false;

    var beiMain = $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0];
    var DrawPokers = function (arry, direction, isBeiMian, identiy, axis) {
    if (arry && arry.length > 0) {
    var o = arry[0];
    var x = 0, y = 0;


    if (!DdZGame.Statics[direction]) {
    DdZGame.Statics[direction] = this[direction];
    }

    if (!o.x) {
    x = DdZGame.Statics[direction].x;
    y = DdZGame.Statics[direction].y;

    o.x = this[direction].x;
    o.y = this[direction].y;
    }
    else {
    x = o.x;
    y = o.y;
    }


    if (!o.visible) {
    return true;
    }

    o.w = 18;
    o.h = 129;
    if (arry.length == 1) {
    o.w = 105;
    o.h = 150;
    }

    var img = o.data;
    if (isBeiMian) {
    img = beiMain.data;
    }
    else if (direction == 'myPannel') {
    o.onClick = $.proxy(function () {
    if (!this.isStart)
    return;
    if (!o.isPlay) {
    o.isPlay = true;
    o.y -= 30;
    }
    else {
    o.isPlay = false;
    o.y += 30;
    }

    DdZGame.Statics.DealTime = 0;
    this.drawImage();
    }, this);
    }
    this.cxt.drawImage(img, x, y);
    DdZGame.Statics[direction][axis] += identiy;

    arry.splice(0, 1);
    if (DdZGame.Statics.DealTime > 0)
    DdZGame.Statics[direction + 'handle'] = setTimeout($.proxy(function () {
    DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis);
    }, this), DdZGame.Statics.DealTime);
    else
    DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis);
    }
    else if (DdZGame.Statics[direction + 'handle'] || DdZGame.Statics.DealTime == 0) {
    clearTimeout(DdZGame.Statics[direction + 'handle']);


    if (direction == 'leftPannel' && copyLeftPokers.length == 0) {
    isDealEndLeft = true;
    }
    if (direction == 'rightPannel' && copyRightPokers.length == 0) {
    isDealEndRight = true;
    }
    if (direction == 'myPannel' && copyMyPokers.length == 0) {
    isDealEndMy = true;
    }
    if (direction == 'lastPannel' && copyLastPokers.length == 0) {
    isDealEndLast = true;
    }
    if (isDealEndLeft && isDealEndRight && isDealEndMy && isDealEndLast) {
    /*發牌完畢*/
    /*搶地主*/
    if (callback)
    callback();
    }
    }
    };


    DrawPokers.call(this, copyLeftPokers, 'leftPannel', true, 26, 'y');
    DrawPokers.call(this, copyRightPokers, 'rightPannel', true, 26, 'y');
    DrawPokers.call(this, copyMyPokers, 'myPannel', false, 19, 'x');

    DrawPokers.call(this, copyLastPokers, 'lastPannel', isUnVisibleLast, 126, 'x');
    },
    init: function () {
    this.loadImages(this.drawImage);
    },
    Dealing: function () {//發牌
    this.leftPannel = { x: 5, y: 18 };
    this.rightPannel = { x: 691, y: 18 };
    this.myPannel = { x: 198, y: 330 };
    this.lastPannel = { x: 243, y: 5 };


    if (DdZGame.Statics.DealedNums >= 51) { //發牌完畢

    $.each(this.allPokers, $.proxy(function (i, o) {
    o.visible = true;
    this.LastPokers.push(o);
    }, this));


    this.myPokers.sort(function (a, b) {
    if (a.type != b.type)
    return b.type - a.type;
    return b.se - a.se;
    });
    $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0].visible = false;
    this.drawImage($.proxy(function () { this.GetLander(); }, this), true);

    }
    else {
    /*1、left*/
    var index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
    var c = this.allPokers.splice(index, 1);
    c[0].visible = true;
    this.leftPokers.push(c[0]);
    DdZGame.Statics.DealedNums++;

    /*2、right*/
    index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
    c = this.allPokers.splice(index, 1);
    c[0].visible = true;
    this.rightPokers.push(c[0]);
    DdZGame.Statics.DealedNums++;

    index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
    c = this.allPokers.splice(index, 1);
    c[0].visible = true;
    this.myPokers.push(c[0]);
    DdZGame.Statics.DealedNums++;

    this.Dealing();
    }
    },
    GetLander: function (firstGet, minScore, curScore) {
    /*隨機出誰先叫地主*/

    //if (curScore && !this.isGetLander[1] && !this.isGetLander[2] && !this.isGetLander[3]) {
    // //**Game Over !
    // alert('無人搶地主');
    // return;
    //}


    var postion = { 1: { y: 100, x: 640 }, 3: { y: 100, x: 126 }, 2: { x: 216, y: 297 } };
    if (!curScore) {
    if (!minScore)
    minScore = 1;
    if (!firstGet)
    firstGet = Math.floor(Math.random() * (3 - 1 + 1) + 1);
    if (firstGet == 1 || firstGet == 3) { //電腦搶地主
    if (this.isGetLander[firstGet] == -1 || this.isGetLander[firstGet]) {
    $.each(this.Controls, $.proxy(function (i, o) {
    if (o.Lander) {
    o.visible = false;
    }
    }, this));

    var max = 0;
    if (this.isGetLander[1] > this.isGetLander[2]) {
    max = this.isGetLander[1];
    this.Lander = 1;
    }
    else {
    max = this.isGetLander[2];
    this.Lander = 2;
    }
    if (max < this.isGetLander[3]) {
    max = this.isGetLander[3];
    this.Lander = 3;
    }
    if (max == 0) {
    alert('Game Over !');
    return;
    }

    var txt = max + '分';
    var t = {};
    var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
    $.extend(t, tObj);//復制對象
    if (this.CurScore == 4) {
    txt = '不搶';
    }
    t.text = txt;
    t.x = postion[this.Lander].x;
    t.y = postion[this.Lander].y;
    t.visible = true;
    this.Controls.push(t);

    //this.drawImage($.proxy(function () {

    // this.FanDiPai(this.Lander);
    //}, this));
    this.FanDiPai(this.Lander);
    return;
    }
    console.log('電腦搶地主');
    this.CurScore = Math.floor(Math.random() * (4 - minScore + 1) + minScore);

    this.isGetLander[firstGet] = this.CurScore == 4 ? -1 : this.CurScore;

    var txt = this.CurScore + '分';
    var t = {};
    var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
    $.extend(t, tObj);//復制對象
    if (this.CurScore == 4) {
    txt = '不搶';
    }

    t.text = txt;
    t.x = postion[firstGet].x;
    t.y = postion[firstGet].y;
    t.visible = true;

    this.Controls.push(t);

    if (this.CurScore == 3) {
    this.Lander = firstGet;
    //DdZGame.Statics.IsGetLander = true;
    //DdZGame.Statics.DealTime = 0;

    var dz = {};
    $.extend(dz, tObj);//復制對象
    dz.text = '地主';
    dz.x = t.x + 30;
    dz.y = t.y;
    dz.visible = true;

    this.Controls.push(dz);

    //this.drawImage($.proxy(function () { this.Play(this.Lander, '電腦地主'); }, this));//電腦搶到地主優先出牌
    this.FanDiPai(this.Lander);
    return;
    }
    else {
    if (this.CurScore == 4) {
    var test = 'abcdefg';
    }
    var nextGet = firstGet == 1 ? 2 : 1;
    minScore = this.CurScore == 4 ? minScore : this.CurScore + 1;
    this.CurScore = this.CurScore == 4 ? 0 : this.CurScore;


    DdZGame.Statics.DealTime = 0;
    this.drawImage($.proxy(function () { this.GetLander(nextGet, minScore); }, this), true);//電腦搶到地主優先出牌
    return;
    }
    }
    }
    if (curScore) {
    /*代碼寫的很垃圾,這點沒用面向對象*/
    /*My已經叫過地主,按鈕需要隱藏*/
    $.each(this.Controls, $.proxy(function (i, o) {
    if (o.Lander) {
    o.visible = false;
    }
    }, this));

    this.CurScore = curScore;
    var txt = this.CurScore + '分';
    var t = {};
    var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
    $.extend(t, tObj);//復制對象
    if (this.CurScore == 4) {
    txt = '不搶';
    }
    t.text = txt;
    t.x = postion[2].x;
    t.y = postion[2].y;
    t.visible = true;
    this.Controls.push(t);

    this.isGetLander[2] = curScore == 4 ? -1 : curScore;

    if (this.CurScore == 3 || (this.isGetLander[1] && this.isGetLander[3] && this.CurScore != 4)) {
    this.Lander = 2;
    //DdZGame.Statics.IsGetLander = true;
    //DdZGame.Statics.DealTime = 0;

    var dz = {};
    $.extend(dz, tObj);//復制對象
    dz.text = '地主';
    dz.x = t.x + 50;
    dz.y = t.y;
    dz.visible = true;

    this.Controls.push(dz);

    //this.drawImage($.proxy(function () { this.Play(this.Lander, '我是地主'); }, this), false);//電腦搶到地主優先出牌
    this.FanDiPai(this.Lander);
    return;
    }
    else {
    minScore = this.CurScore == 4 ? minScore : this.CurScore + 1;
    this.CurScore = this.CurScore == 4 ? 0 : this.CurScore;
    if (!this.isGetLander[3]) {
    DdZGame.Statics.DealTime = 0;
    this.drawImage($.proxy(function () { this.GetLander(3, minScore) }, this), true);
    return;
    }
    else { //已經轉了一圈,則比較搶地主的分數大小
    var max = 0;
    if (this.isGetLander[1] > this.isGetLander[2]) {
    max = this.isGetLander[1];
    this.Lander = 1;
    }
    else {
    max = this.isGetLander[2];
    this.Lander = 2;
    }
    if (max < this.isGetLander[3]) {
    max = this.isGetLander[3];
    this.Lander = 3;
    }
    if (max == 0) {
    alert('Game Over !');
    return;
    }

    var txt = '地主';
    var t = {};
    var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
    $.extend(t, tObj);//復制對象
    t.text = txt;
    t.x = postion[this.Lander].x;
    t.y = postion[this.Lander].y;
    if (this.Lander != 2) {
    t.x += 30;
    }
    else {
    t.x += 50;
    }
    t.visible = true;
    this.Controls.push(t);


    //DdZGame.Statics.DealTime = 0;
    //this.drawImage($.proxy(function () { this.Play(this.Lander, '搶地主啊'); }, this), false);
    this.FanDiPai(this.Lander);
    return;
    }
    }
    }
    else if (this.isGetLander[2] == -1 || this.isGetLander[2]) {
    $.each(this.Controls, $.proxy(function (i, o) {
    if (o.Lander) {
    o.visible = false;
    }
    }, this));

    var max = 0;
    if (this.isGetLander[1] > this.isGetLander[2]) {
    max = this.isGetLander[1];
    this.Lander = 1;
    }
    else {
    max = this.isGetLander[2];
    this.Lander = 2;
    }
    if (max < this.isGetLander[3]) {
    max = this.isGetLander[3];
    this.Lander = 3;
    }
    if (max == 0) {
    alert('Game Over !');
    return;
    }

    var txt = max + '分';
    var t = {};
    var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
    $.extend(t, tObj);//復制對象
    if (this.CurScore == 4) {
    txt = '不搶';
    }
    t.text = txt;
    t.x = postion[this.Lander].x;
    t.y = postion[this.Lander].y;
    t.visible = true;
    this.Controls.push(t);


    //DdZGame.Statics.DealTime = 0;
    //this.drawImage($.proxy(function () { this.Play(this.Lander, '搶地主啊'); }, this), false);
    this.FanDiPai(this.Lander);
    return;
    }
    //if (DdZGame.Statics.IsGetLander) {
    // return;
    //}
    //DdZGame.Statics.IsGetLander = true;//是否在搶地主
    console.log('我搶地主');
    var btnObj = $.grep(this.Res.Images, $.proxy(function (o, i) {
    return o.type == 63;
    }, this))[0];
    if (!this.CurScore) {
    this.CurScore = 0;
    }
    var txtX = 0;
    for (var i = 1; i <= 3; i++) {
    if (i > this.CurScore) {
    var btn = {};
    $.extend(btn, btnObj);
    btn.text = i + '分';
    btn.x = this.myBtnPostion.x;
    btn.y = this.myBtnPostion.y;
    btn.visible = true;
    btn.type = 63;
    btn.textX = this.myBtnPostion.x + 30;
    btn.textY = 286;
    btn.h = 50;
    btn.w = 81;
    btn.Lander = true;
    btn.onClick = (function (i, obj) { return function () { obj.GetLander(3, i + 1, i); }; })(i, this)
    DdZGame.Statics.DealTime = 0;
    this.Controls.push(btn);
    this.myBtnPostion.x += btn.w + 10;
    }
    }
    if (DdZGame.Statics.DealTime == 0) {
    var btn = {};
    $.extend(btn, btnObj);
    btn.text = '不搶';
    btn.x = this.myBtnPostion.x;
    btn.y = this.myBtnPostion.y;
    btn.visible = true;
    btn.type = 63;
    btn.textX = this.myBtnPostion.x + 30;
    btn.textY = 286;
    btn.h = 50;
    btn.w = 81;
    btn.Lander = true;
    btn.onClick = $.proxy(function () { this.GetLander(3, minScore, 4); }, this);
    this.Controls.push(btn);
    this.drawImage(null, true);
    }
    },
    FanDiPai: function (lander) {//翻底牌
    DdZGame.Statics.DealTime = 0;
    var p = '';
    if (lander == 1) {
    p = 'rightPokers';
    }
    else if (lander == 2) {
    p = 'myPokers';
    }
    else if (lander == 3) {
    p = 'leftPokers';
    }
    /*誰搶到地主,底牌歸誰*/
    $.each(this.LastPokers, $.proxy(function (i, o) {
    var c = {};
    $.extend(c, o);
    c.x = null;
    c.y = null;
    this[p].push(c);
    test = c.path;
    }, this));
    if (lander == 2) {
    this.myPokers.sort(function (a, b) {
    a.x = null;
    a.y = null;
    b.x = null;
    b.y = null;
    if (a.type != b.type)
    return b.type - a.type;
    return b.se - a.se;
    });
    this.myPannel = { x: 198, y: 330 };
    DdZGame.Statics['myPannel'] = null;
    }
    this.drawImage($.proxy(function () { this.isStart = true; this.Play(lander, '是地主啊'); }, this), false);
    },
    Play: function (lander, msg) {//出牌
    //alert('');
    }
    });

    View Code

    initialize:這個函數是構造函數,初始化一些起始變量。

    initEvt這個里是初始化canvas事件,canvas點擊事件不像svg那樣,因為canvas是一幀一幀畫上去的,html dom里是看不到里面的每個元素,javascript自然也無法獲取到canvas里的某個元素,那canvas元素點擊事件是怎么處理的了?

    首先定義下canvas這個畫布的事件,然后定義獲取鼠標的坐標,再算出在canvas相對坐標,因為每個元素也都有自己的坐標和寬高,所以可以根據這個坐標判斷這個坐標是否在某個元素內。

    onControlClick:這個函數是根據上面算出的坐標,判斷此坐標在哪個元素內,如果在元素內,并且定義了onclick函數(注:此處并不是真正的元素事件,只是對象的一個函數屬性),然后調用onclick函數,執行相應的代碼。

    loadImages:這個是加載所有圖片,圖片加載完成之后,就開始在canvas上畫初始的元素。

    init:這個函數就是調用loadImages函數,然后所有圖片加載完畢之后,調用回調函數,在canvas上畫初始的元素

    Dealing :這個是發牌,每方的牌都是隨機的,if(DdZGame.Statics.DealedNums >= 51)發了51張牌之后,就剩3張底牌,然后再把這51張牌和3張底牌畫在canvas上

    GetLander :這個是搶地主,誰先搶地主是隨機的,如果是先隨機到電腦搶地主,那搶地主的分數也是隨機的。

    聲明:本網頁內容旨在傳播知識,若有侵權等問題請及時與本網聯系,我們將在第一時間刪除處理。TEL:177 7030 7066 E-MAIL:11247931@qq.com

    文檔

    Html5斗地主棋牌架設Canvas實現斗地主游戲代碼解析

    Html5斗地主棋牌架設Canvas實現斗地主游戲代碼解析:現在我看了h5.zhengtuwl.comhtml5以及canvas相關知識和斗地主的demo后,自己用demo上的素材試著寫了個斗地主,代碼沒重構好,歡迎賜教。話不多說,下面就一步一步解釋下吧只有一個common.js 文件1、資源類var Resource = Class.creat
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