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HTML5 application-implementation code of happy slot machine

黄舟
Release: 2017-03-18 15:32:22
Original
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                                                                                                                        . I lost some money playing slot machines at home during the winter vacation, so I came up with the idea of ​​writing a slot machine game. I originally planned to write it in Visual C++, but considering the simplicity of HTML5's <canvas>object, I decided to write it in HTML5. At the same time, I also wrote a server in ASP language. If the game can be promoted, I can be the banker and let everyone play! But never gather in groups to gamble!                                                                                                                                                                                                                 Back to the topic, the game interface is as follows:


## In fact, the game itself should be quite simple. Here is an explanation based on several modules:

1: User interface

There are

pictures and rectangles and circles drawn by in the game. Before starting to write, you should prepare the images needed for the game. I simply drew a few using PS, and then used VC to write a small program to invert and scale the pictures to get all the pictures: For example, I drew a few:        

         

其 Regarding the interface score, startup, coin, score, points, etc., first of all need & lt; canvas & gt; tags:

<canvas id="mycanvas" width="900" height="650" onclick="dealclick(con)" onmousemove="dealmove(con)" style="border:1px solid yellow;">
Your brower does not support canvas of HTML5!
</canvas>
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<span style="font-size:18px;">  
</span>
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*****创建显示线条框架的函数***************/
function showFrame(con, x, y, space)
 {
     con.beginPath();
     con.lineWidth = 1;
     con.moveTo(x, y-1); con.lineTo(x + space * 7, y-1);
     con.moveTo(x, y + space); con.lineTo(x + space * 7, y + space);
     con.moveTo(x, y + space * 6-1); con.lineTo(x + space * 7-1, y + space * 6);
     con.moveTo(x, y + space * 7); con.lineTo(x + space * 7, y + space * 7);
     con.moveTo(x, y); con.lineTo(x, y + space * 7);
     con.moveTo(x+space , y); con.lineTo(x + space, y + space * 7);
     con.moveTo(x + space * 6, y); con.lineTo(x + space * 6, y + space * 7);
     con.moveTo(x + space * 7, y); con.lineTo(x + space * 7, y + space * 7);
         con.closePath();
     con.stroke();
}
/********************************************/
/****创建显示某个特定图片的函数*************/
function showImage(i, flag,x,y,con) //1为西瓜,0为小西瓜,2为黑西瓜,3为黑小西瓜
 {
     var img = new Image();
    switch (i) 
  {
      case 1: if (flag == 1)
              img.src = "苹果.png";
          else
              if (flag == 0)
                  img.src = "小苹果.png";
              else
                  if (flag == 3)
                      img.src = "黑苹果.bmp";
                  else
                      img.src = "黑小苹果.bmp";
          break;
      case 2:
          if (flag == 1)
              img.src = "橙子.png";
          else
              if (flag == 0)
                  img.src = "小橙子.png";
              else
                  if (flag == 3)
                      img.src = "黑橙子.bmp";
                  else
                      img.src = "黑小橙子.bmp";
          break;
      case 3:
          if (flag == 1)
              img.src = "芒果.png";
          else
              if (flag == 0)
                  img.src = "小芒果.png";
              else
                  if (flag == 3)
                      img.src = "黑芒果.bmp";
                  else
                      img.src = "黑小芒果.bmp";
          break;
      case 4:
          if (flag == 1)
              img.src = "铃铛.png";
          else
              if (flag == 0)
                  img.src = "小铃铛.png";
              else
                  if (flag == 3)
                      img.src = "黑铃铛.bmp";
                  else
                      img.src = "黑小铃铛.bmp";
          break;
      case 5:
          if (flag == 1)
              img.src = "西瓜.png";
          else
              if (flag == 0)
                  img.src = "小西瓜.png";
              else
                  if (flag == 3)
                      img.src = "黑西瓜.bmp";
                  else
                      img.src = "黑小西瓜.bmp";
          break;
      case 6:
          if (flag == 1)
              img.src = "双星.png";
          else
              if (flag == 0)
                  img.src = "小双星.png";
              else
                  if (flag == 3)
                      img.src = "黑双星.bmp";
                  else
                      img.src = "黑小双星.bmp";
          break;
      case 7:
          if (flag == 1)
              img.src = "双七.png";
          else
              if (flag == 0)
                  img.src = "小双七.png";
              else
                  if (flag == 3)
                      img.src = "黑双七.bmp";
                  else
                      img.src = "黑小双七.bmp";
          break;
      case 8:
          if (flag == 1)
              img.src = "大王.png";
          else
              if (flag == 0)
                  img.src = "小王.png";
              else
                  if (flag == 3)
                      img.src = "黑大王.bmp";
                  else
                      img.src = "黑小王.bmp";
          break;
      case 9:
          if (flag == 1)
              img.src = "机会.png";
          else
              img.src = "黑机会.bmp";
      default: break;
  }
  img.onload = function () {
      con.drawImage(img, x, y);
  }
}
/********************************************************************/
/**************显示得分与积分***********************/
function showScore(con, win_score, score) {
    con.save();
    con.font = "40px impact";
    con.fillStyle = "red";
    con.fillText("得分", 160, 35);
    con.fillText("积分", 400, 35);
    con.fillStyle = "#3DD369";
    con.fillRect(160, 42, 74, 35);
    con.fillRect(400, 42, 74, 35);
    var str = win_score.toString();
    con.font = "30 宋体";
    con.fillStyle = "red";
    con.fillText(str, 160, 70);
    str = score.toString();
    con.fillText(str, 400, 70);
    con.restore();
}
/**************创建显示大小的函数**************/
function showBigSmall(con)  //大小
{
    con.save();
    con.beginPath();
    var g = con.createRadialGradient(230, 320, 0, 230, 320, 20); //创建渐变颜色
    g.addColorStop(0.2, "#C8EE2B"); //黄
    g.addColorStop(0.8, "#BCC1AC"); //
    con.fillStyle = g;
    con.arc(230, 320, 20, 0, Math.PI * 2, true);
    con.fill();
    con.closePath();
    con.restore();
    con.save();
    con.beginPath();
    var g1 = con.createRadialGradient(370, 320, 0, 370, 320, 20); //创建渐变颜色
    g1.addColorStop(0.2, "#C8EE2B"); //黄
    g1.addColorStop(0.8, "#BCC1AC"); //
    con.fillStyle = g1;
    con.arc(370, 320, 20, 0, Math.PI * 2, true);
    con.fillStyle = "";
    con.fill();
    con.closePath();
    con.fillStyle = "black"; con.font = "30px 楷体";
    con.fillText("大", 215, 330);
    con.fillText("小", 355, 330);
    con.restore();
}
/*******创建显示投币与退币的函数****************/
function showGiveQuit(con) //投与退
{
    con.save();
    con.beginPath();
    var g = con.createRadialGradient(200, 260, 0, 200, 260, 15); //创建渐变颜色
    g.addColorStop(0.2, "#C8EE2B"); //黄
    g.addColorStop(0.8, "#BCC1AC"); //
    con.fillStyle = g;
    con.arc(200, 260, 15, 0, Math.PI * 2, true);
    con.fill();
    con.closePath();
    con.restore();
    con.save();
    con.beginPath();
    var g1 = con.createRadialGradient(400, 260, 0, 400, 260, 15); //创建渐变颜色
    g1.addColorStop(0.2, "#C8EE2B"); //黄
    g1.addColorStop(0.8, "#BCC1AC"); //
    con.fillStyle = g1;
    con.arc(400, 260, 15, 0, Math.PI * 2, true);
    con.fill();
    con.closePath();
    con.restore();
    con.save();
    con.beginPath();
    g1 = con.createRadialGradient(300, 235, 0, 300, 235, 15); //创建渐变颜色
    g1.addColorStop(0.2, "#C8EE2B"); //黄
    g1.addColorStop(0.8, "#BCC1AC"); //
    con.fillStyle = g1;
    con.arc(300, 235, 15, 0, Math.PI * 2, true);
    con.fill();
    con.closePath();
    con.fillStyle = "black"; con.font = "30px 楷体";
    con.fillText("退币", 170, 235); con.fillText("投币", 370, 235);con.fillText("启动", 270, 210);
    con.restore();
}

/********创建显示界面的函数**************/
function showSurface(con, x, y, space)
 {
     // showFrame(con, x, y, space); //显示主框架
     con.save();
     showBeilv(con, y - 80, space);
     con.restore();
     con.save();
     showImage(2, 1, x, y, con); 
     showImage(4, 1, x + space, y, con); 
     showImage(8, 0, x + 2 * space, y, con); 
     showImage(8, 1, x + 3 * space, y, con);
     showImage(1, 1, x + 4 * space, y,con); 
     showImage(1, 0, x + 5 * space, y, con); 
     showImage(3, 1, x + 6 * space, y, con);
     showImage(4,0,x,y+space,con);showImage(1,1,x,y+2*space,con);
     showImage(6,0,x,y+4*space,con);
     showImage(6,1,x,y+5*space,con); 
     showImage(3,1,x,y+6*space,con);
     showImage(5, 1, x + 6 * space, y + space, con); 
     showImage(5, 0, x + 6 * space, y + 2 * space, con); 
     showImage(1, 1, x + 6 * space, y + 4 * space, con);
     showImage(2, 0, x + 6 * space, y + 5 * space, con); 
     showImage(2, 1, x + 6 * space, y + 6 * space, con);
     showImage(3, 0, x + space, y + 6 * space, con); 
     showImage(1, 1, x + 2 * space, y + 6 * space, con); 
     showImage(7, 1, x + 3 * space, y + 6 * space, con);
     showImage(7, 0, x + 4 * space, y + 6 * space, con); 
     showImage(4, 1, x + 5 * space, y + 6 * space, con);
     showImage(9, 1, x, y + 3 * space, con); 
     showImage(9, 1, x + 6 * space, y + 3 * space, con);
     con.restore();
     con.save();
     showFrame(con, x, y, space);
     con.restore();
     con.save();
     showLight(con, 0);
     con.restore();
     con.save();
     showGiveQuit(con);
     con.restore();
     init_param();
    // gain_score = 200; score = 20;
     con.save();
     showScore(con, gain_score, score);
     con.restore();
     con.save();
     showYafen(yafen, con, y, space);
     con.restore();
     con.save();
     showBigSmall(con);
     con.restore();
}
/*************************************************/
/***********创建显示说明和倍率的函数*******************/
function showBeilv(con,y,space)
 {
     con.save();
     var str;
     con.fillStyle = "black"; con.lineWidth = 3; con.font = "40px 汉仪丫丫体简";
     str = "*100"; showImage(8, 1, 620, y, con);con.fillText(str, 700, y + 50);
     str = "*40"; showImage(7, 1, 620, y + space, con);con.fillText(str, 700, y + 50 + space);
     str = "*30"; showImage(6, 1, 620, y + 2 * space, con); con.fillText(str, 700, y + 50 + 2*space);
     str = "*20"; showImage(5, 1, 620, y + 3 * space, con); con.fillText(str, 700, y + 50 + 3*space);
     str = "*20"; showImage(4, 1, 620, y + 4 * space, con); con.fillText(str, 700, y + 50 + 4*space);
     str = "*15"; showImage(3, 1, 620, y + 5 * space, con); con.fillText(str, 700, y + 50 + 5*space);
     str = "*10"; showImage(2, 1, 620, y + 6 * space, con); con.fillText(str, 700, y + 50 + 6*space);
     str = "*5"; showImage(1, 1, 620, y + 7 * space, con); con.fillText(str, 700, y + 50 + 7*space);
     con.restore();

}
/*********************************************/
/******创建显示各个压分大小的函数**************/
function showYafen(yafen,con,y,space) 
{
    con.save();
    con.fillStyle = "#3DD369";
    for (var i = 0; i < 8; i++)
        con.fillRect(780, y + i * space - 60, 60, 40);
    con.fillStyle = "red"; con.font = "40px 楷体";
    for (var j = 0; j < 8; j++) {
        var str = yafen[7-j].toString();
        con.fillText(str, 780, y + j * space - 28);
    }
    //其次创建8个按钮
    con.restore();
    con.save();
    for (var m = 0; m < 8; m++) 
    {
        con.beginPath();
        var g = con.createRadialGradient(860, y+m*space-40, 0, 860, y+m*space-40, 15); //创建渐变颜色
        g.addColorStop(0.2, "#C8EE2B"); //黄
        g.addColorStop(0.8, "#BCC1AC"); //
        con.fillStyle = g;
        con.arc(860, y + m * space - 40, 15, 0, Math.PI * 2, true); con.fill(); con.closePath();
    }
    con.restore();

}
/***********************************************/
/***************显示指示灯的亮灭*************/
function showLight(con, flag) //等
{
   con.save();
   if (flag == 0) //等灭
   {
       var g = con.createRadialGradient(300, 50, 0, 300, 50, 25); //创建渐变颜色
       g.addColorStop(0.2, "black"); //黄
       g.addColorStop(0.8, "white"); //
       con.fillStyle = g;
       con.arc(300, 50, 25, 0, Math.PI * 2, true); con.fill();
   }
   else //等亮
   {
       var g1 = con.createRadialGradient(300, 50, 0, 300, 50, 25); //创建渐变颜色
       g1.addColorStop(0.2, "red"); //黄
       g1.addColorStop(0.8, "white"); //
       con.fillStyle = g1;
       con.arc(300, 50, 25, 0, Math.PI * 2, true); con.fill();
   }
   con.restore();
}
/*************************
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Two: Event processing

Added onclick="dealclick(con)" code to the tag, which is the entire event handling.

In fact, event processing includes several steps: Find the corresponding event according to the coordinates (because there are multiple events such as betting points, starting, and coining in the game), and then Handle the corresponding event.

The dealclick(con) function is as follows:

function dealclick(con) 
    {
        var posx = event.clientX;
        var posy = event.clientY;
        var flag = getPos(posx, posy); //获得对应的事件序号
        //alert(posx.toString()+" "+posy.toString()+"    "+flag.toString());
        if (flag == 0)   //表示不是兴趣区域
            return;
        if (flag >= 1 && flag <= 8) //对应的事件是压分
        {
            deal_yafen_event(flag,con);
            return;
        }
        if (flag >= 9) //对应事件
        {
            switch (flag) //
            {
                case 9: deal_quit_event(con); break; //退币事件
                case 10: deal_give_event(con); break;  //投币事件
                case 11: begin_event(con); break; //启动事件
                case 12: choseBig(); break;    //选大
                case 13: choseSmall(); break; ;     //选小
                case 14: LRevent(1); break;
                case 15: LRevent(0); break;
            }
        }

    }
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The getPos event is to find the corresponding event code

/****根据坐标寻找对应位置的函数************/
function getPos(posx, posy) 
{
    if (posx < 200 || posx > 1100 || posy < 20 || posy > 670)
        return 0;  //返回零,不在canvas范围中
    if (posx >= 1035 && posx <= 1075)   //表示在yafen的横坐标范围中
    {
        for (var i = 1; i <= 8; i++)  //1-8也分别是序号
        {
            if (posy > Y + (i - 1) * 80 - 35 && posy < Y + (i - 1) * 80 - 5)
                return 9 - i;    //注意1-8分别对应苹果-大王的位置
        }
        return 0;
    }
    if (posx >= 385 && posx <= 615)  //在事件启动范围中
    {
        if (posx >= 385 && posx <= 415 && posy >= 265 && posy <= 295)
            return 9; //退币对应事件9
        if (posx >= 585 && posx <= 615 && posy >= 265 && posy <= 295)
            return 10; //投币对应事件10
        if (posx >= 485 && posx <= 515 && posy >= 240 && posy <= 270)
            return 11; //启动对应事件11
        if (posx >= 410 && posx <= 250+200 && posy >= 320 && posy <= 360)
            return 12; //选大
        if (posx >= 550 && posx <= 590 && posy >= 320 && posy <= 360)
            return 13; //选小
        if (posx >= 235+200 && posx <= 270+200 && posy >= 410 && posy <= 430)
            return 14; //左移
        if (posx >= 340 + 200 && posx <= 375 + 200 && posy >= 410 && posy <= 430)
            return 15; //右移
             
    }
    return 0;

}
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Regarding the corresponding bets, the events of choosing the big and small events are actually relatively simple. You can briefly talk about controlling the probability of choosing the big and small events. Algorithm, for example, the probability of the banker winning is 70%; you can use var num=Math.random(); if(num<0.7), even if the banker wins, return true. This is relatively simple.

The most complicated thing is actually the startup event. Friends who have played slot machines know that the light flashes and flashes at different speeds. Only the

setInterval() function in js handles timing issues, so it is more complicated to write

/********************处理起动事件***************/
    function begin_event(con) //启动事件
    {
        if (isOK == false)
            return; //表示上一次的启动还没有完成
        var g=0;
        for (var e = 0; e < 8; e++)
            g += yafen[e];
        if (g == 0)
            return;  //表示没有压分
        if (gain_score != 0) //如果右边有钱先将钱转到右边
        {
            score += gain_score;
            gain_score = 0;
            showScore(con, gain_score, score);
            return;
        }
        if (repeatYafen == true) //表示重复上次的压分不变
        {
            showYafen(yafen, con, Y, 80); //显示压分
            var totalyafen=0;
            for (var a = 0; a < 8; a++)
                totalyafen += yafen[a];
            if (totalyafen > score) //表示余额不足
                return;
            else
                score -= totalyafen; //扣分;
            showScore(con, gain_score, score);
        } 
        for (n = 0; n < 6; n++)
            time[n] = 0;
        n = count = 0;
         var id = getTheOne(0);  //获取本次中奖的号码
        // var id = 17; //用于实验
         var id2, id3;
         isOK = false;//表示进入闪烁模式
        if (id >= 0 && id <= 15)//没有中机会
        {
            id2 = getOnlyOne(id);  //得到在屏幕中的序号
            aim_pos1 = id2;
            light_flash(id,id2, 0, con);  //灯闪烁
        }
        if (id == 16)  //中了左机会
        {
            id2 = getTheOne(1); //再次获得序号
            id3 = getOnlyOne(id2); //得到在屏幕中的序号
            aim_pos1 = id3; //记录新的启示序号
            light_flash(id, 0, 1, con);
           // alert(aim_pos1.toString());
        }
        if (id == 17)  //中了右机会
        {
            id2 = getTheOne(1);  //在次获得序号
            id3 = getOnlyOne(id2); //得到在屏幕中的位置
            aim_pos1 = id3;
            //alert(id3.toString());
            light_flash(id, 12, 2, con);
        }

    }
    /******************************************/
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主要介绍一下利用setInterval()介绍一下如何实现递增的延时,如老虎机灯快停时闪烁的越来越慢。可能我的方法不太好,大家可以参考一下

/*****************闪烁函数1*********************/
    function flash1() //闪烁
    {
       var k=0;
        if (n <count - 5) //这段时间内正常闪烁
        {
            if (n == 0)
                showImageId(aim_pos, con, 0);
            else {
                 k = (aim_pos - 1 + n) % 24;
                showImageId(k, con, 1);
                k = (k + 1) % 24;
                showImageId(k, con, 0);
            }
            showLight(con, n % 2); flashSound();
            flashSound();
            n++;
        }
        else  //延时闪烁
        {
            switch(time[0]) //位置
            {
                case 0: time[0]++; 
                k = (aim_pos - 1 + n) % 24; 
                showImageId(k, con, 1); 
                k = (k + 1) % 24; 
                showImageId(k, con, 0); 
                flashSound(); 
                showLight(con, n % 2); 
                n++; 
                break;
             case 1: time[1]++;
                     if(time[1]==2) //时间到
                     {
                         k = (aim_pos - 1 + n) % 24; 
                         showImageId(k, con, 1); 
                         k = (k + 1) % 24; 
                         showImageId(k, con, 0); 
                         showLight(con, n % 2); 
                         flashSound();
                        time[0]++; n++;
                     }break;
             case 2:time[2]++;
                    if(time[2]==3) //时间到
                    {
                        k = (aim_pos - 1 + n) % 24; 
                        showImageId(k, con, 1); 
                        k = (k + 1) % 24; 
                        showImageId(k, con, 0); 
                        showLight(con, n % 2); 
                        flashSound();
                        time[0]++; n++;
                    }break;
             case 3:time[3]++;
                    if(time[3]==4) //时间到
                    {
                        k = (aim_pos - 1 + n) % 24; 
                        showImageId(k, con, 1); 
                        k = (k + 1) % 24; 
                        showImageId(k, con, 0); 
                        showLight(con, n % 2); 
                        flashSound();
                        time[0]++; n++;
                    }break;
             case 4:
                    time[4]++;
                    if(time[4]==5) //时间到
                    {
                        k = (aim_pos - 1 + n) % 24; 
                        showImageId(k, con, 1); 
                        k = (k + 1) % 24; 
                        showImageId(k, con, 0); 
                        showLight(con, n % 2); 
                        flashSound();
                        time[0]++; n++;
                    } break;
                case 5: time[5]++;
                    if (time[5] == 6) //时间到
                    {
                        k = (aim_pos - 1 + n) % 24; 
                        showImageId(k, con, 1); 
                        k = (k + 1) % 24; 
                        showImageId(k, con, 0); 
                        showLight(con, n % 2); 
                        flashSound();
                        clearInterval(jsq); 
                        showLight(con, 1); 
                        flashSound();
                        aim_pos = aim_pos1; 
                        //更新起始位置
                        countGainScore(0, con, aim_pos1); 
                        repeatYafen = true; 
                        //设置默认是重复压分模式
                        isOK = true;
                    }
            }
        }
    }
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三:背景音乐

游戏中需要游戏背景音乐。 这需要用到html5中的

在游戏界面中先载入:

 <audio src="sound\HP.wav" id="win"></audio><br />   
<audio src="sound\pig.wav" id="lose"></audio><br />
<audio src="sound\CLICK.WAV" id="flash"></audio>
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然后利用js来控制, 例如介绍一下选大选小时赢时候的背景音乐

 var win = document.getElementById("win");
function winSound() //
    {
        win.currentTime = 0; //置于当前
        win.play();
    }
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  然后在自己需要控制的地方加入播放函数即可。

  四:游戏bug

    由于HTML5还不够成熟,因此浏览器对其支持能力不够好。例如背景音乐,长期使用定时器播放后浏览器会失去对

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