目錄
HTML+JS+websocket 實(shí)例完残,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 1
HTML+JS+websocket 實(shí)例,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 2 - 聯(lián)機(jī)模式
HTML+JS+websocket 實(shí)例,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 3 - 界面布局
HTML+JS+websocket 實(shí)例俭尖,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 4 - 卡組系統(tǒng)
HTML+JS+websocket 實(shí)例,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 5 - 卡片選中系統(tǒng)
HTML+JS+websocket 實(shí)例洞翩,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 6 - 卡片放置稽犁,戰(zhàn)場(chǎng)更新
HTML+JS+websocket 實(shí)例,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 7 - 墓地骚亿,副控制面板
HTML+JS+websocket 實(shí)例已亥,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 8 - 返回手卡,卡組
HTML+JS+websocket 實(shí)例来屠,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 9 - 實(shí)現(xiàn)簡(jiǎn)單 websocket 通信
HTML+JS+websocket 實(shí)例虑椎,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 10 - 搭建游戲服務(wù)端
HTML+JS+websocket 實(shí)例震鹉,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 11 - 客戶端消息的收發(fā)
HTML+JS+websocket 實(shí)例,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 12 - 消息發(fā)送具體場(chǎng)景
HTML+JS+websocket 實(shí)例捆姜,聯(lián)機(jī)“游戲王”對(duì)戰(zhàn) 13 - 實(shí)機(jī)演示
客戶端發(fā)送消息的具體場(chǎng)景
這章最后總結(jié)下游戲客戶端中具體哪些函數(shù)調(diào)用了消息發(fā)送传趾。
代碼中發(fā)送消息的地方均有注釋。
(1)抽卡:首先我方抽牌時(shí)手牌會(huì)增加泥技,需要讓對(duì)方同步我們的手牌數(shù)浆兰;
/*抽取牌組最上方一張卡至手卡 */
function drawCard() {
for (var i=0; i<8; i++) {
var handID = 'p1-hand' + i.toString();
element = document.getElementById(handID);
if (element.src == emptysrc) { //如果該卡槽為空
element.src = P1Deck.pop();
/*觸發(fā)抽卡音效 */
var snd = new Audio("sound/draw.wav");
snd.play();
/**
* 告知對(duì)手哪張手卡卡槽添加了一張卡
*/
messageHand('add', i);
break;
}
}
}
(2)卡片放置:召喚,覆蓋卡片等從手牌向戰(zhàn)場(chǎng)放置卡片的操作時(shí)珊豹,我方戰(zhàn)場(chǎng)需要更新簸呈,且我方手牌減少,同時(shí)調(diào)用 messageField 與 messageHand店茶;
/**
* 我方從手牌向場(chǎng)上放置卡片蜕便,并發(fā)出放置指令 (攻擊,防御忽妒,背蓋防御玩裙,發(fā)動(dòng),蓋卡)
* @param {string} placetype - place type (attack/defence/back/on/off)
* @param {string} cardtype - card type (monster/magic)
*/
function placeCard(placetype, cardtype) {
var cardslot = findEmptySlot(cardtype); //尋找空的卡槽
var cardsrc;
if(cardslot == -1) {
alert("卡槽已滿");
} else {
if (SelectedCard.type == 'hand') { //放置卡片必須來(lái)源于手牌
/*獲取被選中手卡信息 */
var handslot = (SelectedCard.cardNo).toString();
var handID = "p1-hand" + handslot;
element = document.getElementById(handID);
cardsrc = SelectedCard.cardSrc;
element.src = ""; //手牌該卡消失
/*更新戰(zhàn)場(chǎng)信息 */
fieldArrayPly1.FieldCards[cardslot].imgsrc = cardsrc;
fieldArrayPly1.FieldCards[cardslot].state = placetype;
/*發(fā)出指令段直,執(zhí)行更新戰(zhàn)場(chǎng)卡片的函數(shù) */
var fieldID = "p1-field" + cardslot.toString();
updateField(fieldID, placetype, cardsrc);
/**
* 放置后告知對(duì)手執(zhí)行戰(zhàn)場(chǎng)更新函數(shù);
* 放置完成后記得告訴對(duì)手哪張手卡消失了;
* 注意:我方戰(zhàn)場(chǎng)變化對(duì)對(duì)方來(lái)說(shuō)是P2;
*/
var updateID = "p2-field" + cardslot.toString();
messageField(placetype, updateID, cardsrc);
messageHand('reduce', handslot);
/*清空所有選中狀態(tài) */
cleanSelected();
}
}
}
(3)更變形式:更變戰(zhàn)場(chǎng)卡片表示形式時(shí),我方戰(zhàn)場(chǎng)會(huì)有更新溶诞,需告知對(duì)方同步鸯檬;
/**
* 更變卡片的表示形式
* 更變順序?yàn)椋汗?-> 防御 -> 背蓋 -> 攻擊, 蓋覆卡 -> 表側(cè)卡 -> 蓋覆卡
* @param {string} cardtype - card type (monster/magic)
*/
function changeState(cardtype) {
if (SelectedCard.type == 'field' && SelectedCard.player == 'player1') { //必須是我方場(chǎng)上的卡方可更變表示形式
var fieldID = "p1-field" + (SelectedCard.cardNo).toString();
var cardsrc = fieldArrayPly1.FieldCards[SelectedCard.cardNo].imgsrc;
var cardstate = fieldArrayPly1.FieldCards[SelectedCard.cardNo].state;
switch (cardtype) {
case 'monster':
if (cardstate == 'attk') {
cardstate = "defen";
} else if (cardstate == 'defen') {
cardstate = "back";
} else if (cardstate == 'back') {
cardstate = "attk";
}
break;
case 'magic':
if (cardstate == 'off') {
cardstate = "on";
} else {
cardstate = "off";
}
break;
default:
break;
}
fieldArrayPly1.FieldCards[SelectedCard.cardNo].state = cardstate; //更新場(chǎng)上卡片狀態(tài)信息
cardstate = "change-" + cardstate; //為通過(guò)更變形式而導(dǎo)致的戰(zhàn)場(chǎng)更新操作添加一個(gè)標(biāo)簽方便更新函數(shù)識(shí)別(因?yàn)楦冃问讲挥|發(fā)音效)
updateField(fieldID, cardstate, cardsrc); //更新指定卡槽
/**
* 告知對(duì)手某一卡槽的表示形式發(fā)生變化螺垢,執(zhí)行戰(zhàn)場(chǎng)更新函數(shù)
*/
var updateID = "p2-field" + (SelectedCard.cardNo).toString();
messageField(cardstate, updateID, cardsrc);
}
}
(4)回到手牌:
若將戰(zhàn)場(chǎng)卡片返回手牌喧务,戰(zhàn)場(chǎng)將更新,我方手牌增加枉圃;
若將墓地卡片返回手牌功茴,墓地將更新,我方手牌增加孽亲;
若將牌組卡片返回手牌坎穿,我方手牌增加;
注:回到手牌操作可操作雙方戰(zhàn)場(chǎng)與墓地返劲,注意參數(shù)的填寫(xiě);
/**
* 將場(chǎng)上選中的卡牌回到手卡槽
*/
function backtoHand() {
var cardslot = findEmptySlot('hand'); //尋找我方空的手牌卡槽
var cardNo = SelectedCard.cardNo; //被選中卡牌的序號(hào)
if (cardslot == -1) {
alert("手牌已滿");
} else {
var handID = "p1-hand" + (cardslot).toString();
element = document.getElementById(handID);
/*## 若卡片來(lái)源于場(chǎng)上 */
if (SelectedCard.type == 'field') {
var fieldID;
/*我方 卡牌信息從用于存儲(chǔ)被選中卡片信息的對(duì)象中獲取 */
if (SelectedCard.player == 'player1') {
fieldID = "p1-field" + cardNo.toString();
element.src = SelectedCard.cardSrc; //手牌獲取被選中的卡片
fieldArrayPly1.FieldCards[cardNo].imgsrc = "null"; //場(chǎng)上該卡的記錄清空
fieldArrayPly1.FieldCards[cardNo].state = "null";
/**
* 通知對(duì)方更新戰(zhàn)場(chǎng)信息
*/
var updateID = "p2-field" + cardNo.toString();
messageField("null", updateID, "");
/*對(duì)方 卡牌信息從用于存儲(chǔ)被選中卡片信息的對(duì)象中獲取(必須是正面表示的卡片) */
} else if (SelectedCard.cardSrc != CardBackSrc) {
fieldID = "p2-field" + cardNo.toString();
element.src = SelectedCard.cardSrc
/**
* 通知對(duì)方更新戰(zhàn)場(chǎng)信息
*/
var updateID = "p1-field" + cardNo.toString();
messageField("null", updateID, "");
}
/*更新戰(zhàn)場(chǎng)信息 */
updateField(fieldID, "null", "");
/**
* 通知對(duì)方更新手卡數(shù)
*/
messageHand("add", cardslot);
/*## 若卡片來(lái)源于卡組或墓地 */
} else if (SelectedCard.type != 'hand') {
/*我方牌組/墓地的卡片回到我方手牌 */
if (SelectedCard.player == 'player1') {
element.src = SelectedCard.cardSrc; //手牌獲取該卡片src
/*更新 卡組/墓地 列表并刷新副面板顯示 */
if (sf_Card.type == 'deck') {
P1Deck.splice(cardNo, 1); //剔出卡組中的被選中卡片
sf_buttons('deck'); //刷新副面板顯示
} else if (sf_Card.type == 'p1tomb') {
P1Tomb.splice(cardNo, 1);
sf_buttons('p1tomb');
/**
* 通知對(duì)方玩家更新我方墓地(對(duì)于對(duì)方來(lái)說(shuō)拴签,我方是player2)
*/
messageTomb("reduce", "player2", cardNo, SelectedCard.cardSrc);
}
/**
* 通知對(duì)方更新手卡數(shù)
*/
messageHand("add", cardslot);
/*對(duì)方墓地的卡片回到我方手牌 */
} else if (SelectedCard.player == 'player2') {
element.src = SelectedCard.cardSrc; //手牌獲取該卡片src
P2Tomb.splice(cardNo, 1); //剔出對(duì)方墓地中的對(duì)應(yīng)卡片
sf_buttons('p2tomb');
/**
* 通知對(duì)方玩家我方手卡數(shù)及對(duì)方墓地 (對(duì)于對(duì)方來(lái)說(shuō)运挫,他自己是player1)
*/
messageHand("add", cardslot);
messageTomb("reduce", "player1", cardNo, SelectedCard.cardSrc);
}
}
/*清空所有選中狀態(tài) */
cleanSelected();
}
}
(5)回到牌組:
若將我方手牌返回牌組,我方手牌減少亲配;
若將我方戰(zhàn)場(chǎng)卡片返回牌組尘应,我方戰(zhàn)場(chǎng)將更新惶凝;
/**
* 將我方被選中的卡片返回卡組
* 默認(rèn)回到卡組最上方
*/
function backtoDeck() {
if (SelectedCard.player == 'player1') { //只允許將我方的卡片送回牌組
var cardNo = SelectedCard.cardNo;
/*手牌卡片回到卡組 */
if (SelectedCard.type == 'hand') {
var handID = "p1-hand" + cardNo.toString();
element = document.getElementById(handID);
element.src = ""; //手牌被選中卡片消失
P1Deck.push(SelectedCard.cardSrc); //卡片src存回卡組
/**
* 告知對(duì)手手卡變動(dòng)
*/
messageHand("reduce", cardNo);
alert("卡片已回到卡組最上方!");
/*場(chǎng)上卡片回到卡組 */
} else if (SelectedCard.type == 'field') {
var fieldID = "p1-field" + cardNo.toString();
P1Deck.push(SelectedCard.cardSrc); //卡片src存回卡組
fieldArrayPly1.FieldCards[cardNo].imgsrc = "null"; //場(chǎng)上該卡的記錄清空
fieldArrayPly1.FieldCards[cardNo].state = "null";
/*更新戰(zhàn)場(chǎng) */
updateField(fieldID, "null", "");
/**
* 通知對(duì)方玩家更新我方戰(zhàn)場(chǎng)
*/
var updateID = "p2-field" + cardNo.toString();
messageField("null", updateID, "");
alert("卡片已回到卡組最上方犬钢!");
} else {
alert("請(qǐng)先將卡片拿到手牌再放回卡組"); //防止直接從卡組或墓地中選卡放回卡組
}
/*清空所有選中狀態(tài) */
cleanSelected();
}
}
(6)送去墓地:
若將我方手牌送入墓地梨睁,我方墓地將更新,我方手牌減少娜饵;
若將我方戰(zhàn)場(chǎng)卡片送入墓地坡贺,我方墓地將更新遍坟,我方戰(zhàn)場(chǎng)將更新;
/**
* 將我方的卡片(場(chǎng)上/手牌)送去墓地
*/
function sendtoTomb() {
var cardsrc = SelectedCard.cardSrc;
var cardNo = SelectedCard.cardNo;
var fieldID;
if (SelectedCard.player == 'player1') {
/*若卡片來(lái)源于手牌 */
if (SelectedCard.type == 'hand') {
var handID = "p1-hand" + cardNo.toString();
element = document.getElementById(handID);
element.src = ""; //手牌該卡消失
P1Tomb.push(cardsrc); //將選中卡片的src存入墓地?cái)?shù)組
/**
* 告知對(duì)方更新我方手牌數(shù)及墓地
*/
messageHand("reduce", cardNo);
messageTomb("add", "player2", "null", cardsrc); //向墓地添加卡片不需要cardNo
/*若卡片來(lái)源于場(chǎng)上 */
} else if (SelectedCard.type == 'field') {
fieldID = "p1-field" + cardNo.toString();
fieldArrayPly1.FieldCards[cardNo].imgsrc = "null"; //場(chǎng)上該卡的記錄清空
fieldArrayPly1.FieldCards[cardNo].state = "null";
P1Tomb.push(cardsrc); //將選中卡片的src存入墓地?cái)?shù)組
updateField(fieldID, "null", ""); //更新戰(zhàn)場(chǎng)
/**
* 告知對(duì)方更新我方戰(zhàn)場(chǎng)及墓地
*/
var updateID = "p2-field" + cardNo.toString();
messageField("null", updateID, "");
messageTomb("add", "player2", "null", cardsrc);
} else {
alert("請(qǐng)先將卡片拿到手牌再放入墓地"); //防止直接從卡組或墓地中選卡放回墓地
}
/*清空所有選中狀態(tài) */
cleanSelected();
sf_buttons('p1tomb'); //刷新副面板顯示
}
}
整個(gè)游戲制作流程到這里就基本結(jié)束啦贷痪,架起服務(wù)端肉津,連上客戶端就可進(jìn)行開(kāi)黑妹沙。記住需要提前在代碼里設(shè)置卡組信息分俯,玩家信息,ip地址等相關(guān)參數(shù)典阵。有時(shí)間可以把這些基本參數(shù)設(shè)置轉(zhuǎn)到UI界面里來(lái)撑蒜,完善游戲的完成度。
var P1DeckName = "Deck_KaiMa"; //我方牌組名
var P1DeckNum = 50; //我方牌組卡片數(shù)量
var playerID = "player1"; //獨(dú)立玩家ID
var ws = new WebSocket("ws://localhost:9999/");
下一章就做一個(gè)小demo演示,以及討論一些待完善的細(xì)節(jié),感謝耐心閱讀。