一个简单点的js的h5页面实现地铁快跑的小游戏_Math

以下是一个简化版的"地铁快跑"小游戏H5页面实现。这个游戏包含基本的角色跳跃、障碍物生成和计分系统,使用Canvas绘图技术实现。

完整源码

<!DOCTYPE html>
<html lang="zh-CN">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
    <title>地铁快跑</title>
    <style>
        body {
            margin: 0;
            padding: 0;
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #000;
            overflow: hidden;
        }
        
        canvas {
            display: block;
            background-color: #f0f0f0;
        }
        
        .game-container {
            position: relative;
        }
        
        .game-info {
            position: absolute;
            top: 10px;
            left: 10px;
            color: white;
            font-family: Arial, sans-serif;
            font-size: 18px;
            font-weight: bold;
            text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.5);
            z-index: 10;
        }
        
        .game-over {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            background-color: rgba(0, 0, 0, 0.7);
            color: white;
            padding: 20px;
            text-align: center;
            border-radius: 10px;
            display: none;
            z-index: 20;
        }
        
        .game-over h2 {
            margin-top: 0;
        }
        
        .start-screen {
            position: absolute;
            top: 0;
            left: 0;
            right: 0;
            bottom: 0;
            background-color: rgba(0, 0, 0, 0.8);
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            color: white;
            font-family: Arial, sans-serif;
            z-index: 30;
        }
        
        .start-screen h1 {
            font-size: 36px;
            margin-bottom: 20px;
        }
        
        .start-button {
            background-color: #ff5722;
            color: white;
            border: none;
            padding: 10px 20px;
            font-size: 18px;
            border-radius: 5px;
            cursor: pointer;
            transition: background-color 0.3s;
        }
        
        .start-button:hover {
            background-color: #f4511e;
        }
        
        .restart-button {
            background-color: #ff5722;
            color: white;
            border: none;
            padding: 10px 20px;
            font-size: 18px;
            border-radius: 5px;
            cursor: pointer;
            transition: background-color 0.3s;
        }
        
        .restart-button:hover {
            background-color: #f4511e;
        }
    </style>
</head>
<body>
    <div class="game-container">
        <canvas id="gameCanvas"></canvas>
        <div class="game-info">
            <div id="scoreDisplay">分数: 0</div>
            <div id="highScoreDisplay">最高分: 0</div>
        </div>
        <div class="game-over" id="gameOverScreen">
            <h2>游戏结束</h2>
            <p>你的分数: <span id="finalScore">0</span></p>
            <p>最高分: <span id="finalHighScore">0</span></p>
            <button class="restart-button" id="restartButton">重新开始</button>
        </div>
        <div class="start-screen" id="startScreen">
            <h1>地铁快跑</h1>
            <p>点击或按空格键跳跃</p>
            <button class="start-button" id="startButton">开始游戏</button>
        </div>
    </div>

    <script>
        // 游戏常量
        const GAME_WIDTH = 800;
        const GAME_HEIGHT = 450;
        const GRAVITY = 0.8;
        const JUMP_FORCE = -15;
        const PLAYER_WIDTH = 50;
        const PLAYER_HEIGHT = 70;
        const OBSTACLE_WIDTH = 30;
        const OBSTACLE_HEIGHT = 60;
        const BACKGROUND_SPEED = 3;
        const INITIAL_OBSTACLE_SPEED = 5;
        const MAX_OBSTACLE_SPEED = 12;
        const OBSTACLE_SPEED_INCREMENT = 0.001;
        const OBSTACLE_MIN_DISTANCE = 200;
        const OBSTACLE_MAX_DISTANCE = 500;
        
        // 游戏状态
        let gameState = {
            running: false,
            score: 0,
            highScore: localStorage.getItem('subwaySurfersHighScore') || 0,
            player: {
                x: 100,
                y: GAME_HEIGHT - PLAYER_HEIGHT - 100,
                width: PLAYER_WIDTH,
                height: PLAYER_HEIGHT,
                velocityY: 0,
                isJumping: false
            },
            obstacles: [],
            background: {
                x: 0,
                speed: BACKGROUND_SPEED
            },
            obstacleSpeed: INITIAL_OBSTACLE_SPEED,
            lastObstaclePosition: 0
        };
        
        // 获取DOM元素
        const canvas = document.getElementById('gameCanvas');
        const ctx = canvas.getContext('2d');
        const scoreDisplay = document.getElementById('scoreDisplay');
        const highScoreDisplay = document.getElementById('highScoreDisplay');
        const gameOverScreen = document.getElementById('gameOverScreen');
        const finalScore = document.getElementById('finalScore');
        const finalHighScore = document.getElementById('finalHighScore');
        const restartButton = document.getElementById('restartButton');
        const startScreen = document.getElementById('startScreen');
        const startButton = document.getElementById('startButton');
        
        // 设置Canvas尺寸
        canvas.width = GAME_WIDTH;
        canvas.height = GAME_HEIGHT;
        
        // 更新分数显示
        function updateScoreDisplay() {
            scoreDisplay.textContent = `分数: ${Math.floor(gameState.score)}`;
            highScoreDisplay.textContent = `最高分: ${gameState.highScore}`;
        }
        
        // 绘制玩家
        function drawPlayer() {
            const { x, y, width, height } = gameState.player;
            
            // 绘制玩家主体
            ctx.fillStyle = '#ff5722';
            ctx.fillRect(x, y, width, height);
            
            // 绘制头部
            ctx.fillStyle = '#ffc107';
            ctx.beginPath();
            ctx.arc(x + width / 2, y + 20, 15, 0, Math.PI * 2);
            ctx.fill();
            
            // 绘制眼睛
            ctx.fillStyle = 'white';
            ctx.beginPath();
            ctx.arc(x + width / 2 - 5, y + 18, 3, 0, Math.PI * 2);
            ctx.arc(x + width / 2 + 5, y + 18, 3, 0, Math.PI * 2);
            ctx.fill();
            
            // 绘制瞳孔
            ctx.fillStyle = 'black';
            ctx.beginPath();
            ctx.arc(x + width / 2 - 5, y + 18, 1, 0, Math.PI * 2);
            ctx.arc(x + width / 2 + 5, y + 18, 1, 0, Math.PI * 2);
            ctx.fill();
            
            // 绘制手臂
            ctx.fillStyle = '#ff5722';
            ctx.fillRect(x - 5, y + 30, 10, 30);
            ctx.fillRect(x + width - 5, y + 30, 10, 30);
            
            // 绘制腿部
            ctx.fillStyle = '#2196f3';
            ctx.fillRect(x + 5, y + height, 15, 20);
            ctx.fillRect(x + width - 20, y + height, 15, 20);
        }
        
        // 绘制障碍物
        function drawObstacles() {
            gameState.obstacles.forEach(obstacle => {
                // 绘制障碍物主体
                ctx.fillStyle = '#4caf50';
                ctx.fillRect(obstacle.x, obstacle.y, obstacle.width, obstacle.height);
                
                // 绘制障碍物顶部
                ctx.fillStyle = '#388e3c';
                ctx.fillRect(obstacle.x, obstacle.y, obstacle.width, 10);
                
                // 绘制障碍物细节
                ctx.fillStyle = '#212121';
                ctx.fillRect(obstacle.x + 5, obstacle.y + 20, 5, 30);
                ctx.fillRect(obstacle.x + 20, obstacle.y + 20, 5, 30);
            });
        }
        
        // 绘制背景
        function drawBackground() {
            // 绘制天空
            ctx.fillStyle = '#87ceeb';
            ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT * 0.7);
            
            // 绘制地面
            ctx.fillStyle = '#a0522d';
            ctx.fillRect(0, GAME_HEIGHT * 0.7, GAME_WIDTH, GAME_HEIGHT * 0.3);
            
            // 绘制轨道
            ctx.fillStyle = '#212121';
            ctx.fillRect(0, GAME_HEIGHT * 0.75, GAME_WIDTH, 20);
            
            // 绘制轨道上的枕木
            ctx.fillStyle = '#8b4513';
            for (let i = Math.floor(-gameState.background.x / 50); i < GAME_WIDTH / 50 + 1; i++) {
                ctx.fillRect((i * 50 + gameState.background.x) % GAME_WIDTH, GAME_HEIGHT * 0.75 - 10, 40, 40);
            }
            
            // 绘制远处的建筑物
            ctx.fillStyle = '#607d8b';
            ctx.fillRect(0, GAME_HEIGHT * 0.4, GAME_WIDTH, GAME_HEIGHT * 0.3);
            
            // 绘制建筑物窗户
            ctx.fillStyle = '#ffeb3b';
            for (let i = 0; i < 20; i++) {
                for (let j = 0; j < 5; j++) {
                    ctx.fillRect(
                        (i * 40 + gameState.background.x * 0.5) % GAME_WIDTH, 
                        GAME_HEIGHT * 0.4 + 10 + j * 30, 
                        20, 
                        20
                    );
                }
            }
        }
        
        // 更新玩家位置
        function updatePlayer(deltaTime) {
            const { player } = gameState;
            
            // 应用重力
            player.velocityY += GRAVITY;
            player.y += player.velocityY;
            
            // 限制玩家在地面上
            if (player.y > GAME_HEIGHT - player.height - 100) {
                player.y = GAME_HEIGHT - player.height - 100;
                player.velocityY = 0;
                player.isJumping = false;
            }
        }
        
        // 生成障碍物
        function generateObstacles() {
            if (gameState.obstacles.length === 0) {
                // 游戏开始时生成第一个障碍物
                gameState.obstacles.push({
                    x: GAME_WIDTH,
                    y: GAME_HEIGHT - OBSTACLE_HEIGHT - 100,
                    width: OBSTACLE_WIDTH,
                    height: OBSTACLE_HEIGHT
                });
                gameState.lastObstaclePosition = GAME_WIDTH;
            } else {
                // 计算最后一个障碍物的位置
                const lastObstacle = gameState.obstacles[gameState.obstacles.length - 1];
                
                // 随机决定是否生成新障碍物
                if (GAME_WIDTH - lastObstacle.x > gameState.lastObstaclePosition + 
                    Math.random() * (OBSTACLE_MAX_DISTANCE - OBSTACLE_MIN_DISTANCE) + 
                    OBSTACLE_MIN_DISTANCE) {
                    
                    gameState.obstacles.push({
                        x: GAME_WIDTH,
                        y: GAME_HEIGHT - OBSTACLE_HEIGHT - 100,
                        width: OBSTACLE_WIDTH,
                        height: OBSTACLE_HEIGHT
                    });
                    gameState.lastObstaclePosition = GAME_WIDTH - lastObstacle.x;
                }
            }
        }
        
        // 更新障碍物位置
        function updateObstacles(deltaTime) {
            // 增加障碍物速度
            gameState.obstacleSpeed = Math.min(
                gameState.obstacleSpeed + OBSTACLE_SPEED_INCREMENT * deltaTime, 
                MAX_OBSTACLE_SPEED
            );
            
            // 移动所有障碍物
            gameState.obstacles.forEach(obstacle => {
                obstacle.x -= gameState.obstacleSpeed;
            });
            
            // 移除离开屏幕的障碍物
            gameState.obstacles = gameState.obstacles.filter(obstacle => {
                return obstacle.x + obstacle.width > 0;
            });
        }
        
        // 更新背景
        function updateBackground(deltaTime) {
            gameState.background.x -= gameState.background.speed;
            if (gameState.background.x < -50) {
                gameState.background.x = 0;
            }
        }
        
        // 检测碰撞
        function checkCollision() {
            const { player } = gameState;
            
            for (let i = 0; i < gameState.obstacles.length; i++) {
                const obstacle = gameState.obstacles[i];
                
                // 简单的矩形碰撞检测
                if (player.x < obstacle.x + obstacle.width &&
                    player.x + player.width > obstacle.x &&
                    player.y < obstacle.y + obstacle.height &&
                    player.y + player.height > obstacle.y) {
                    return true; // 碰撞发生
                }
            }
            
            return false; // 没有碰撞
        }
        
        // 游戏结束
        function gameOver() {
            gameState.running = false;
            
            // 更新最高分
            if (Math.floor(gameState.score) > gameState.highScore) {
                gameState.highScore = Math.floor(gameState.score);
                localStorage.setItem('subwaySurfersHighScore', gameState.highScore);
            }
            
            // 显示游戏结束屏幕
            finalScore.textContent = Math.floor(gameState.score);
            finalHighScore.textContent = gameState.highScore;
            gameOverScreen.style.display = 'block';
        }
        
        // 重置游戏
        function resetGame() {
            gameState = {
                running: true,
                score: 0,
                highScore: gameState.highScore,
                player: {
                    x: 100,
                    y: GAME_HEIGHT - PLAYER_HEIGHT - 100,
                    width: PLAYER_WIDTH,
                    height: PLAYER_HEIGHT,
                    velocityY: 0,
                    isJumping: false
                },
                obstacles: [],
                background: {
                    x: 0,
                    speed: BACKGROUND_SPEED
                },
                obstacleSpeed: INITIAL_OBSTACLE_SPEED,
                lastObstaclePosition: 0
            };
            
            updateScoreDisplay();
            gameOverScreen.style.display = 'none';
            startScreen.style.display = 'none';
            
            // 开始游戏循环
            lastTime = performance.now();
            requestAnimationFrame(gameLoop);
        }
        
        // 玩家跳跃
        function jump() {
            if (!gameState.player.isJumping && gameState.running) {
                gameState.player.velocityY = JUMP_FORCE;
                gameState.player.isJumping = true;
            }
        }
        
        // 键盘事件处理
        document.addEventListener('keydown', function(event) {
            if (event.code === 'Space') {
                if (!gameState.running && gameOverScreen.style.display === 'block') {
                    resetGame();
                } else if (!gameState.running && startScreen.style.display === 'block') {
                    resetGame();
                } else {
                    jump();
                }
            }
        });
        
        // 触摸事件处理
        canvas.addEventListener('touchstart', function(event) {
            event.preventDefault();
            if (!gameState.running && gameOverScreen.style.display === 'block') {
                resetGame();
            } else if (!gameState.running && startScreen.style.display === 'block') {
                resetGame();
            } else {
                jump();
            }
        });
        
        // 按钮点击事件
        startButton.addEventListener('click', resetGame);
        restartButton.addEventListener('click', resetGame);
        
        // 游戏循环变量
        let lastTime = 0;
        
        // 游戏主循环
        function gameLoop(timestamp) {
            if (!gameState.running) return;
            
            const deltaTime = timestamp - lastTime;
            lastTime = timestamp;
            
            // 清空画布
            ctx.clearRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
            
            // 更新游戏状态
            updateBackground(deltaTime);
            updatePlayer(deltaTime);
            generateObstacles();
            updateObstacles(deltaTime);
            gameState.score += deltaTime * 0.01;
            
            // 绘制游戏元素
            drawBackground();
            drawObstacles();
            drawPlayer();
            
            // 更新分数显示
            updateScoreDisplay();
            
            // 检测碰撞
            if (checkCollision()) {
                gameOver();
            }
            
            // 继续游戏循环
            requestAnimationFrame(gameLoop);
        }
        
        // 初始化游戏
        updateScoreDisplay();
    </script>
</body>
</html>
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这个简化版的"地铁快跑"小游戏包含以下特点:

  1. 基本游戏机制:玩家可以跳跃躲避障碍物
  2. 视觉元素:包括背景、玩家角色和障碍物
  3. 计分系统:根据游戏时间计算分数,并保存最高分
  4. 难度递增:随着游戏进行,障碍物移动速度会逐渐增加
  5. 响应式控制:支持键盘空格键和触摸屏点击跳跃
  6. 游戏状态:开始界面、游戏界面和结束界面

游戏操作很简单:点击"开始游戏"按钮或按空格键开始,然后通过点击或按空格键让角色跳跃,避开障碍物。当角色碰到障碍物时,游戏结束,可以点击"重新开始"按钮再次游戏。

这个实现是简化版的,没有包含原版游戏的所有功能,但已经具备了核心的游戏体验。你可以直接运行代码开始游戏。