一个很有趣的html网页,github名字叫:bangwar,本人进行了一些修改,让内容更符合其名字(提供完整项目代码)

Pong Wars | 黑白对决

先看效果:

bongwar

项目概述

Pong Wars 是一个基于 HTML5 Canvas 的创意视觉项目,展现了黑与白、昼与夜的永恒对决。两个小球在画布上不断碰撞和反弹,同时将它们经过的区域转变为自己的颜色,形成一场视觉上的领地争夺战。

在这里插入图片描述

技术实现

这个项目使用了以下技术:

  • HTML5 Canvas: 用于绘制游戏界面和动态效果
  • JavaScript: 控制游戏逻辑、碰撞检测和视觉变化
  • CSS: 设计响应式布局,确保在不同设备上都有良好的体验

整个项目都在一个 HTML 文件中实现,展示了如何用最简洁的代码创造出引人入胜的视觉体验。

项目特色

1. 黑白对决

项目采用极简的黑白配色方案,营造出简约而强烈的视觉对比。两个小球分别代表黑暗与光明,在画布上不断移动并争夺领地。

2. 动态天体元素(新增)

  • 太阳: 位于画布左上方,随着区域被占领情况动态改变亮度和外观
  • 月亮: 位于画布右上方,同样会根据区域占领状态变化外观

当太阳区域被黑色占领,太阳会变暗;当月亮区域被白色占领,月亮会变亮。这种动态变化增强了视觉体验,使画面更加生动。

3. 实时得分统计

画面下方实时显示黑白两方各自占领的方格数量,直观展示当前战局。

算法简述

项目中使用了几个关键算法:

  1. 碰撞检测: 检测小球与边界和方格的碰撞,并计算反弹方向
  2. 区域占领: 小球经过时将方格颜色更改为自己的颜色
  3. 区域分析: 通过分析特定区域内方格的颜色分布,决定太阳和月亮的显示效果

使用方法

方法一:

  1. 复制我下方的index.html文件代码,
  2. 在桌面新建一个html文件,
  3. 用浏览器打开即可

方法二:

直接点击此处链接下载并用浏览器打开

可能的扩展方向

这个项目有很多有趣的扩展可能性:

  1. 添加用户交互: 允许用户通过点击或拖动改变小球的方向或速度
  2. 增加更多元素: 引入更多的小球或特殊效果
  3. 自定义主题: 允许用户选择不同的配色方案
  4. 添加音效: 为碰撞和颜色变化添加音效,增强感官体验
  5. 实现多人对战: 让多个玩家控制不同的小球进行对战

致谢

本项目原始灵感来自 Koen van Gilst的 Pong Wars 项目,本人在此基础上增加了太阳和月亮元素以及更多视觉效果。


以下是完整代码:
index.html:

<!DOCTYPE html>
<html>
  <head>
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <title>Pong wars | Black & White Edition</title>
    <meta
      name="description"
      content="The eternal battle between day and night, good and bad. Written in JavaScript with some HTML & CSS in one index.html. Feel free to reuse the code and create your own version."
    />
    <link rel="canonical" href="https://pong-wars.koenvangilst.nl/" />
    <link rel="author" href="https://koenvangilst.nl" />
    <meta name="theme-color" content="#000000" />
    <meta name="creator" content="Koen van Gilst" />
    <style>
      html {
        height: 100%;
      }

      body {
        height: 100%;
        margin: 0;
        padding: 0;
        display: flex;
        justify-content: center;
        align-items: center;
        background: linear-gradient(to bottom, #000000 0%, #ffffff 100%);
      }

      #container {
        display: flex;
        align-items: center;
        flex-direction: column;
        width: min(70vh, 80%);
        max-width: 600px;
        height: 100%;
      }

      #pongCanvas {
        display: block;
        border-radius: 4px;
        overflow: hidden;
        width: 100%;
        margin-top: auto;
        box-shadow: 0 0 20px rgba(0, 0, 0, 0.4);
      }

      #score {
        font-family: monospace;
        margin-top: 30px;
        font-size: 16px;
        padding-left: 20px;
        color: #000000;
        font-weight: bold;
      }

      #made {
        text-align: center;
        line-height: 1.5;
        font-family: monospace;
        margin-top: auto;
        margin-bottom: 20px;
        font-size: 10px;
      }

      #made a {
        color: #000000;
        font-weight: bold;
      }
    </style>
  </head>

  <body>
    <div id="container">
      <canvas id="pongCanvas" width="800" height="800"></canvas>
      <div id="score"></div>
      <p id="made">
        modified by <a href="https://www.cnblogs.com/Lyu-COOL">Mr.Lyu9277</a> 
        | source on<a href="https://github.com/vnglst/pong-wars">github</a> 
      </p>
    </div>
  </body>

  <script>
    // Black and white color palette
    const colorPalette = {
      White: "#FFFFFF",
      Black: "#000000",
      LightGray: "#EEEEEE",
      DarkGray: "#222222",
    };

    const canvas = document.getElementById("pongCanvas");
    const ctx = canvas.getContext("2d");
    const scoreElement = document.getElementById("score");

    const DAY_COLOR = colorPalette.White;
    const DAY_BALL_COLOR = colorPalette.Black;

    const NIGHT_COLOR = colorPalette.Black;
    const NIGHT_BALL_COLOR = colorPalette.White;

    const SQUARE_SIZE = 25;

    const numSquaresX = canvas.width / SQUARE_SIZE;
    const numSquaresY = canvas.height / SQUARE_SIZE;

    let squares = [];

    for (let i = 0; i < numSquaresX; i++) {
      squares[i] = [];
      for (let j = 0; j < numSquaresY; j++) {
        squares[i][j] = i < numSquaresX / 2 ? DAY_COLOR : NIGHT_COLOR;
      }
    }

    let x1 = canvas.width / 4;
    let y1 = canvas.height / 2;
    let dx1 = 12.5;
    let dy1 = -12.5;

    let x2 = (canvas.width / 4) * 3;
    let y2 = canvas.height / 2;
    let dx2 = -12.5;
    let dy2 = 12.5;

    let iteration = 0;

    function getDominantColor(centerX, centerY, radius) {
      let dayCount = 0;
      let nightCount = 0;

      for (let i = 0; i < numSquaresX; i++) {
        for (let j = 0; j < numSquaresY; j++) {
          const squareCenterX = i * SQUARE_SIZE + SQUARE_SIZE / 2;
          const squareCenterY = j * SQUARE_SIZE + SQUARE_SIZE / 2;

          const distance = Math.sqrt(
            Math.pow(squareCenterX - centerX, 2) +
              Math.pow(squareCenterY - centerY, 2)
          );

          if (distance <= radius * 2) {
            if (squares[i][j] === DAY_COLOR) {
              dayCount++;
            } else {
              nightCount++;
            }
          }
        }
      }

      return dayCount > nightCount ? DAY_COLOR : NIGHT_COLOR;
    }

    function drawSun() {
      const sunX = canvas.width / 4;
      const sunY = canvas.height / 4;
      const sunRadius = canvas.width / 10;

      const dominantColor = getDominantColor(sunX, sunY, sunRadius);

      const sunRayColor = dominantColor === DAY_COLOR ? colorPalette.DarkGray : colorPalette.Black;
      const sunFillColor = dominantColor === DAY_COLOR ? colorPalette.LightGray : colorPalette.DarkGray;
      ctx.beginPath();
      for (let i = 0; i < 12; i++) {
        const angle = i * Math.PI / 6;
        const innerRadius = sunRadius * 1.2;
        const outerRadius = sunRadius * 1.8;

        ctx.moveTo(
          sunX + innerRadius * Math.cos(angle),
          sunY + innerRadius * Math.sin(angle)
        );
        ctx.lineTo(
          sunX + outerRadius * Math.cos(angle),
          sunY + outerRadius * Math.sin(angle)
        );
      }
      ctx.strokeStyle = sunRayColor;
      ctx.lineWidth = 4;
      ctx.stroke();

      ctx.beginPath();
      ctx.arc(sunX, sunY, sunRadius, 0, Math.PI * 2, false);
      ctx.fillStyle = sunFillColor;
      ctx.fill();
      ctx.strokeStyle = sunRayColor;
      ctx.stroke();
    }

    function drawMoon() {
      const moonX = canvas.width * 3 / 4;
      const moonY = canvas.height / 4;
      const moonRadius = canvas.width / 10;

      const dominantColor = getDominantColor(moonX, moonY, moonRadius);

      const moonFillColor =
        dominantColor === NIGHT_COLOR ? colorPalette.DarkGray : colorPalette.LightGray;
      const moonCraterColor =
        dominantColor === NIGHT_COLOR ? colorPalette.Black : colorPalette.White;
      const starColor =
        dominantColor === NIGHT_COLOR ? colorPalette.White : colorPalette.DarkGray;

      ctx.beginPath();
      ctx.arc(moonX, moonY, moonRadius, 0, Math.PI * 2, false);
      ctx.fillStyle = moonFillColor;
      ctx.fill();

      ctx.beginPath();
      ctx.arc(moonX - moonRadius * 0.3, moonY, moonRadius * 0.9, 0, Math.PI * 2, false);
      ctx.fillStyle = moonCraterColor;
      ctx.fill();

      const stars = [
        { x: moonX + moonRadius * 2, y: moonY - moonRadius, size: 4 },
        { x: moonX + moonRadius, y: moonY + moonRadius * 1.5, size: 3 },
        { x: moonX + moonRadius * 2.2, y: moonY + moonRadius * 0.7, size: 5 },
        { x: moonX - moonRadius * 1.5, y: moonY - moonRadius * 1.3, size: 4 },
        { x: moonX - moonRadius * 2, y: moonY + moonRadius, size: 3 }
      ];

      stars.forEach((star) => {
        ctx.beginPath();
        for (let i = 0; i < 5; i++) {
          const angle = (i * Math.PI * 2) / 5 - Math.PI / 2;
          const radius = i % 2 === 0 ? star.size : star.size / 2;

          if (i === 0) {
            ctx.moveTo(star.x + radius * Math.cos(angle), star.y + radius * Math.sin(angle));
          } else {
            ctx.lineTo(star.x + radius * Math.cos(angle), star.y + radius * Math.sin(angle));
          }
        }
        ctx.closePath();
        ctx.fillStyle = starColor;
        ctx.fill();
      });
    }

    function drawBall(x, y, color) {
      ctx.beginPath();
      ctx.arc(x, y, SQUARE_SIZE / 2, 0, Math.PI * 2, false);
      ctx.fillStyle = color;
      ctx.fill();
      ctx.closePath();
    }

    function drawSquares() {
      for (let i = 0; i < numSquaresX; i++) {
        for (let j = 0; j < numSquaresY; j++) {
          ctx.fillStyle = squares[i][j];
          ctx.fillRect(
            i * SQUARE_SIZE,
            j * SQUARE_SIZE,
            SQUARE_SIZE,
            SQUARE_SIZE
          );
        }
      }
    }

    function updateSquareAndBounce(x, y, dx, dy, color) {
      let updatedDx = dx;
      let updatedDy = dy;

      for (let angle = 0; angle < Math.PI * 2; angle += Math.PI / 4) {
        let checkX = x + Math.cos(angle) * (SQUARE_SIZE / 2);
        let checkY = y + Math.sin(angle) * (SQUARE_SIZE / 2);

        let i = Math.floor(checkX / SQUARE_SIZE);
        let j = Math.floor(checkY / SQUARE_SIZE);

        if (i >= 0 && i < numSquaresX && j >= 0 && j < numSquaresY) {
          if (squares[i][j] !== color) {
            squares[i][j] = color;

            if (Math.abs(Math.cos(angle)) > Math.abs(Math.sin(angle))) {
              updatedDx = -updatedDx;
            } else {
              updatedDy = -updatedDy;
            }
          }
        }
      }

      return { dx: updatedDx, dy: updatedDy };
    }

    function updateScoreElement() {
      let dayScore = 0;
      let nightScore = 0;
      for (let i = 0; i < numSquaresX; i++) {
        for (let j = 0; j < numSquaresY; j++) {
          if (squares[i][j] === DAY_COLOR) {
            dayScore++;
          } else if (squares[i][j] === NIGHT_COLOR) {
            nightScore++;
          }
        }
      }

      scoreElement.textContent = `${dayScore} | 黑 ${nightScore}`;
    }

    function checkBoundaryCollision(x, y, dx, dy) {
      if (x + dx > canvas.width - SQUARE_SIZE / 2 || x + dx < SQUARE_SIZE / 2) {
        dx = -dx;
      }
      if (
        y + dy > canvas.height - SQUARE_SIZE / 2 ||
        y + dy < SQUARE_SIZE / 2
      ) {
        dy = -dy;
      }

      return { dx: dx, dy: dy };
    }

    function draw() {
      ctx.clearRect(0, 0, canvas.width, canvas.height);

      drawSquares();

      drawSun();
      drawMoon();

      drawBall(x1, y1, DAY_BALL_COLOR);
      let bounce1 = updateSquareAndBounce(x1, y1, dx1, dy1, DAY_COLOR);
      dx1 = bounce1.dx;
      dy1 = bounce1.dy;

      drawBall(x2, y2, NIGHT_BALL_COLOR);
      let bounce2 = updateSquareAndBounce(x2, y2, dx2, dy2, NIGHT_COLOR);
      dx2 = bounce2.dx;
      dy2 = bounce2.dy;

      let boundary1 = checkBoundaryCollision(x1, y1, dx1, dy1);
      dx1 = boundary1.dx;
      dy1 = boundary1.dy;

      let boundary2 = checkBoundaryCollision(x2, y2, dx2, dy2);
      dx2 = boundary2.dx;
      dy2 = boundary2.dy;

      x1 += dx1;
      y1 += dy1;
      x2 += dx2;
      y2 += dy2;

      iteration++;
      if (iteration % 1_000 === 0) console.log("iteration", iteration);

      updateScoreElement();

      requestAnimationFrame(draw);
    }

    requestAnimationFrame(draw);
  </script>
</html>
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