前端工程师新手一枚,之前一直做些小设计,以及静态页面的编写工作。刚刚接触 Angular 没有多久,四个月前对于 Javascript也只是会写 alert 之流,现在进步算是很大,下面是自制的打地鼠游戏,是可以升级关卡的哦,希望大神临幸,千万别拍砖。
最后的成品是这样的,这是第四关:
<div class="paddingv10 bg-white borderb text-center"> <span><button (click)="gameStartFn()" class="fixWidth">Start</button></span> <span>Score: <em>{{score.scoreTotal}}</em></span> <span>Hit Rate: <em>{{score.hitRate}}%</em></span> <span>Time Left: <em>{{time.timeLeft}}</em></span> <span><button (click)="gameOverFn('failed')" class="fixWidth">End</button></span> </div> <div class="moleContent clear"> <div> <ul class="moleField clear"> <li *ngFor="let fd of field; let i = index;"> <div *ngFor="let random of mole.randomDisplay"> <div *ngIf="i == random" class="mole" id="mole" (click)="hitFn(i)" [ngClass]="{ 'moleClicked': i == mole.clickedMole }"> </div> </div> </li> </ul> </div> </div> <div *ngIf="gameOver.isOver"> <div class="mask"> <div class="maskInner"> Game Over! <br/> <button (click)="gameStartFn('restart')" class="flexWidth">Restart Game</button> </div> </div> </div> <div *ngIf="gameOver.isPassAll"> <div class="mask"> <div class="maskInner"> Conguratulations! You passed all the barries! <br/> <button (click)="gameStartFn('restart')" class="flexWidth">Restart Game</button> </div> </div> </div>
CSS:
* { padding: 0; margin: 0; border: 0; } body { background-color: #dedede; } button { height: 26px; line-height: 26px; background-color:blueviolet; color: #fff; } button.fixWidth { width: 80px; } button.flexWidth { padding: 0 10px; } button:hover { cursor: pointer; } .paddingv10 { padding-top: 10px; padding-bottom: 10px; } .paddingt10 { padding-top: 10px; } .paddingb10 { padding-bottom: 10px; } .paddingr30 { padding-right: 30px; } .marginr10 { margin-right: 10px; } .marginl10 { margin-left: 10px; } .borderb { border-bottom: solid 1px #cccccc; } .clear { clear: both; } .clear:before { content: ''; display: block; clear: both; } .clear:after { content: ''; display: block; clear: both; } .bg-white { background-color: #fff; } .bg-gray { background-color: #ccc !important; } .text-center { text-align: center; } .text-black { color: #333; } .text-red { color: lightcoral; } .fs-26 { font-size: 26px; } .mask { position: fixed; left: 0; right: 0; top: 0; bottom: 0; width: 100%; height: 100%; background: rgba(0,0,0,.6); font-size: 26px; color: orange; font-weight: bolder; text-align: center; padding-top: 100px; } .moleContent { width: 1020px; margin: 0 auto; } .moleField { width: 500px; margin: 10px auto 0; } .moleField:hover { cursor: -webkit-grabbing; } .moleField li { float: left; width: 100px; height: 100px; background-color: gold; list-style-type: none; border: 1px #dedede solid; box-sizing: border-box; overflow: hidden; position: relative; } .moleField li.score { animation: scoreAnimation .5s; position: absolute; bottom: 500px; left: 50%; opacity: 0; } .mole { width: 50px; height: 50px; background-color: #ccc; border-radius: 50%; position: absolute; left: 26px; top: 30px; animation: moleDisplay 1s; } .mole:before, .mole:after { content: ''; width: 50%; height: 50%; background-color: #ccc; border-radius: 50%; position: absolute; top: -20%; left: -20%; } .mole:after { left: 70%; } .mole.tranparent { opacity: 1; } @keyframes moleDisplay { 0% { top: 200px; } 50% { top: 30px; } 100% { top: 30px; } } .moleClicked { animation: moleClickingAnimation .5s; opacity: 0; } .moleClicked:before { animation: moleClickingLeftEar .5s; opacity: 0; top: -200%; left: -200%; } .moleClicked:after { animation: moleClickingRightEar .5s; opacity: 0; top: -200%; left: 250%; } @keyframes moleClickingAnimation { 0% { opacity: 1; } 100% { opacity: 0; } } @keyframes moleClickingLeftEar { 0% { opacity: 1; top: -20%; left: -20%; } 100% { opacity: 0; top: -200%; left: -200%; } } @keyframes moleClickingRightEar { 0% { opacity: 1; top: -20%; left: 70%; } 100% { opacity: 0; top: -200%; left: 250%; } }
TS:
import { Component, OnInit } from '@angular/core'; @Component({ templateUrl: './whacMole.component.html', styleUrls: ['./whacMole.component.css'] }) export class WhacMoleComponent implements OnInit { private barrier: number = 1; // 关卡数 private maxBarrier: number; // 最大关卡数,可以不设置 private field: Array<any> = []; // 田地格子 private columnNum: number; // 田地的行数和列数 private time: any; private mole: any; private score: any; private timeCounting: any; private disploayMoling: any; private gameOver: any = { isOver: false, isPassAll: false }; constructor(){ } ngOnInit(){ this.initData(); } initData(){ this.gameOver.isOver = false; this.gameOver.isPassAll = false; this.columnNum = this.barrier * 5; this.time = { timeTotal: 30, timeLeft: 0, autoDisplaySpacing: 3 }; this.time.timeLeft = this.time.timeTotal; this.mole = { randomDisplay: undefined, clickedMole: undefined, moleShowed: 0 }; this.score = { scoreTotal: 0, hitRate: 0, hitCount: 0}; this.field = []; for(let i = 0; i < this.columnNum; i++) { this.field.push( { id: i, clicked: false }); } } timeCountFn(){ // 每一秒调用一次函数倒计时 this.timeCounting = setInterval(() => { this.time.timeLeft--; if (this.time.timeLeft <= 0){ this.gameStopFn(); } }, 1000); } displayMoleFn(num){ // 根据不同的关卡,每一关传入的参数不同,地鼠出现的频率也不同 this.disploayMoling = setInterval(() => { this.mole.clickedMole = undefined; this.mole.randomDisplay = []; let temRandomDisplay = []; // 随机生成老鼠出现的位置 for(let i = 0; i < this.barrier; i++){ this.mole.randomDisplay[i] = Math.round(Math.random() * (this.field.length - 1) ); } // 随机出现老鼠去重 for(let i = 0; i < this.mole.randomDisplay.length; i++){ if(temRandomDisplay.indexOf(this.mole.randomDisplay[i]) == -1){ temRandomDisplay.push(this.mole.randomDisplay[i]); } } this.mole.moleShowed = this.mole.moleShowed + temRandomDisplay.length; // 重置为未点击状态 for(let i = 0; i < this.field.length; i++){ this.field[i].clicked = false; } // 刷新击打百分比 this.hitRateFn(); }, num*1000); } hitFn(num) { // 计算击中数量 if(this.field[num].clicked == true){ return; } this.score.hitCount++; this.score.scoreTotal = this.score.hitCount * 10; this.mole.clickedMole = num; this.field[num].clicked = true; this.hitRateFn(); } hitRateFn(){ // 计算击中率 let hitRate = this.score.hitCount / this.mole.moleShowed; this.score.hitRate = Math.floor(hitRate * 100); } gameStartFn(flag: string){ // 开始游戏 if(flag == 'restart') { this.barrier = 1; } this.initData(); this.timeCountFn(); this.displayMoleFn(this.time.autoDisplaySpacing); } gameStopFn(){ // 游戏结束 clearInterval(this.timeCounting); clearInterval(this.disploayMoling); // 如果击中率大于60%,可以选择进入下一关;否则,直接game over if(this.score.hitRate > 60 ) { let confirmResult = confirm('Section ' + this.barrier + ' is stopping! \n Your total score is ' + this.score.scoreTotal + '\n Your hit rate is ' + this.score.hitRate + '\n Would you like to go on to next section?'); if(confirmResult){ this.barrier++; if(this.barrier > this.maxBarrier){ this.gameOverFn('allpass'); } else { this.initData(); this.gameStartFn('continue'); } } else { this.gameOverFn('failed'); } } else { this.gameOverFn('failed'); } } gameOverFn(flag: string){ // 游戏结束 clearInterval(this.timeCounting); clearInterval(this.disploayMoling); if(flag == 'failed') { this.gameOver.isOver = true; this.gameOver.isPassAll = false; } else if (flag == 'allpass'){ this.gameOver.isOver = false; this.gameOver.isPassAll = true; } } }