[HTML + CSS + Javascript] パックマンをHTMLで作ってみるブログ#5 エサ表示と構造化

2023年6月12日

CSS HTML Javascript ゲーム

eyecatch 前回から2ヶ月近く空いてしまいましたが、今回は、パックマンの画面で一気にテンションがあがるモジュールが、エサ部分です。 前回まで作ったパーツを一同に画面に乗せて、さらに、ステージにエサを設置してみたいと思います。 あと、これまでと違って、プログラミングを意識した作業を行うので、新しいフォルダを作って今回のコードをコピペしてみてください。

今回の目的

1. プログラムファイルの構成とソースコード 2. ステージデータをjsonデータで管理する 3. 敵キャラのhtmlをJavascriptで設置
これまでは、HTML + CSSでの構成で単一パーツを構築してきましたが、 今回から、本格的にゲームページを意識したファイル構成にしてみたいと思います。 とりあえず、今回の構成は以下のように作ってみました。
index.html ├ assets/ │   ├ frame.json │   └ ghost.html ├css/ │ ├ frame.css │ ├ ghost.css │ ├ pacman.css │ └ style.css └js/ ├ frame.js ├ ghost.js └ main.js

index.html

<link rel='stylesheet' href='css/style.css' /> <script type='module' src='js/main.js'></script> <style>body{background-color:black}</style> <div class='pacman'></div> <div class='ghost' data-color='1'></div> <div class='ghost' data-color='2'></div> <div class='ghost' data-color='3'></div> <div class='ghost' data-color='4'></div> <div> <div class='frame-area'></div> </div>

assets/frame.json

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assets/ghost.html

<div class='head'></div> <div class='face'> <div class='eye-left'></div> <div class='eye-right'></div> </div> <div class='under'> <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 30"> <path fill='red' d="M 0,0 Q 0,15 5,20 T 20,15 40,15 60,15 80,15 100,15 L 100,0" fill='red'> <animate attributeName='d' dur='500ms' repeatCount='indefinite' calcMode="linear" values='M 0,0 Q 0,15 5,20 T 15,15 35,15 55,15 75,15 100,15 L 100,0; M 0,0 Q 0,15 5,20 T 25,15 45,15 65,15 85,15 100,15 L 100,0; M 0,0 Q 0,15 5,20 T 15,15 35,15 55,15 75,15 100,15 L 100,0;' /> </path> </svg> </div>

css/frame.css

:root{ --color : blue; --block : 16px; --border : 2px; } .frame-area{ display:inline-grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr; } .frame-area, .frame-area *, .frame-area *::before, .frame-area *::after{ font-size:0; -webkit-box-sizing : border-box; -moz-box-sizing : border-box; -o-box-sizing : border-box; -ms-box-sizing : border-box; box-sizing : border-box; } .frame-area > *{ width : var(--block); height : var(--block); font-size : 0; display : block; position : relative; /* border : 1px solid rgba(255,0,0,0.5); */ } .frame-area .D1::after, .frame-area .D2::after, .frame-area .D3::after, .frame-area .D4::after, .frame-area .D6::after, .frame-area .D7::after, .frame-area .D8::after, .frame-area .D9::after, .frame-area .Da::after, .frame-area .Db::after, .frame-area .Dc::after, .frame-area .Dd::after, .frame-area .De::after, .frame-area .Df::after, .frame-area .Dg::after, .frame-area .Dh::after{ width : 100%; height: 100%; top:0; left:0; border-style : solid; border-color : var(--color); } .frame-area > *::before, .frame-area > *::after{ content : ''; font-size : 0; display : block; border-style : solid; border-color : var(--color); border-width : 0; position : absolute; } .frame-area .S1::before, .frame-area .D1::before, .frame-area .Db::before, .frame-area .Dd::before{ width : calc(var(--block) / 2); height : calc(var(--block) / 2); bottom : 0; right : 0; border-top-width : var(--border); border-left-width : var(--border); border-top-left-radius : 100%; } .frame-area .S2::before, .frame-area .D2::before{ width : 100%; height : calc(var(--block) / 2); bottom : 0; left : 0; border-top-width : var(--border); } .frame-area .S3::before, .frame-area .D3::before, .frame-area .Da::before, .frame-area .Df::before{ width : calc(var(--block) / 2); height : calc(var(--block) / 2); bottom : 0; left : 0; border-top-width : var(--border); border-right-width : var(--border); border-top-right-radius : 100%; } .frame-area .S4::before, .frame-area .D4::before{ width : calc(var(--block) / 2); height : 100%; top : 0; right : 0; border-left-width : var(--border); } .frame-area .S5::before, .frame-area .D5::before, .frame-area .D5::after{ border-width : 0; } .frame-area .S6::before, .frame-area .D6::before{ width : calc(var(--block) / 2); height : 100%; top : 0; left : 0; border-right-width : var(--border); } .frame-area .S7::before, .frame-area .D7::before, .frame-area .Dc::before, .frame-area .Dh::before{ width : calc(var(--block) / 2); height : calc(var(--block) / 2); top : 0; right : 0; border-bottom-width : var(--border); border-left-width : var(--border); border-bottom-left-radius : 100%; } .frame-area .S8::before, .frame-area .D8::before{ width : 100%; height : calc(var(--block) / 2); top : 0; left : 0; border-bottom-width : var(--border); } .frame-area .S9::before, .frame-area .D9::before, .frame-area .De::before, .frame-area .Dg::before{ width : calc(var(--block) / 2); height : calc(var(--block) / 2); top : 0; left : 0; border-bottom-width : var(--border); border-right-width : var(--border); border-bottom-right-radius : 100%; } .frame-area .D1::after{ border-width : var(--border) 0 0 var(--border); border-radius : 100% 0 0 0; } .frame-area .D2::after, .frame-area .Da::after, .frame-area .Db::after{ border-top-width : var(--border); } .frame-area .D3::after{ border-width : var(--border) var(--border) 0 0; border-radius : 0 100% 0 0; } .frame-area .D4::after, .frame-area .Dc::after, .frame-area .Dd::after{ border-left-width : var(--border); } .frame-area .D6::after, .frame-area .De::after, .frame-area .Df::after{ border-right-width : var(--border); } .frame-area .D7::after{ border-width : 0 0 var(--border) var(--border); border-radius : 0 0 0 100%; } .frame-area .D8::after, .frame-area .Dg::after, .frame-area .Dh::after{ border-bottom-width : var(--border); } .frame-area .D9::after{ border-width : 0 var(--border) var(--border) 0; border-radius : 0 0 100% 0; } .frame-area .P1, .frame-area .P2{ position:relative; } .frame-area .P1:before{ position:absolute; top:50%; left:50%; transform:translate(-50%,-50%); width : calc(var(--block) / 4); height : calc(var(--block) / 4); border-radius : 50%; background-color:yellow; } .frame-area .P2:before{ position:absolute; top:50%; left:50%; transform:translate(-50%,-50%); width : calc(var(--block) / 1); height : calc(var(--block) / 1); border-radius : 50%; background-color:yellow; }

css/ghost.css

.ghost{ display:inline-block; --size-width : calc(var(--size-chara) * 1.0); --size-eye : calc(var(--size-width) * 0.3); --size-under : calc(var(--size-width) * 0.2); --color-body : red; width:var(--size-chara); height:var(--size-chara); } .ghost[data-color='1']{--color-body : red;} .ghost[data-color='2']{--color-body : orange;} .ghost[data-color='3']{--color-body : lightblue;} .ghost[data-color='4']{--color-body : pink;} .ghost[data-status='weak']{--color-body : blue;} .ghost > *{ margin : 0 auto; width : var(--size-width); } .ghost > .head{ height : calc(var(--size-width) / 2); background-color : var(--color-body); border-radius : var(--size-chara) var(--size-chara) 0 0; } .ghost > .face{ height : 30%; background-color : var(--color-body); position:relative; } .ghost > .face > .eye-left, .ghost > .face > .eye-right{ position:absolute; top:-75%; background-color:white; width : var(--size-eye); height : var(--size-eye); background-color:white; border-radius:50%; } .ghost > .face .eye-left{ left:13%; } .ghost > .face .eye-right{ right:13%; } .ghost:not([data-status='weak']) > .face > *::before{ content:''; display:block; background-color:black; width : 50%; height : 50%; margin : 25%; border-radius:50%; transition-property : margin; transition-duration : 0.3s; } .ghost:not([data-status='weak']) > .face[data-direction='right'] > *::before{ margin-left : 50%; margin-right : 0; } .ghost:not([data-status='weak']) > .face[data-direction='left'] > *::before{ margin-left : 0; margin-right : 50%; } .ghost:not([data-status='weak']) > .face[data-direction='top'] > *::before{ margin-top : 0; margin-bottom : 50%; } .ghost:not([data-status='weak']) > .face[data-direction='bottom'] > *::before{ margin-top : 50%; margin-bottom : 0; } .ghost[data-status='weak'] > .face > .eye-left, .ghost[data-status='weak'] > .face > .eye-right{ width : calc(var(--size-eye) / 2); height : calc(var(--size-eye) / 2); background-color:white; border-radius:50%; } .ghost[data-status='weak'] > .face > .eye-left{ left:25%; } .ghost[data-status='weak'] > .face > .eye-right{ right:25%; } .ghost[data-status='weak'] > .face > .mouse{ margin-top:10px; } .ghost > .under{ height : var(--size-under); } .ghost > .under path{ fill:var(--color-body); }

css/pacman.css

.pacman{ /* position:absolute; */ display:inline-block; top:100px; left:100px; width:var(--size-chara); height:var(--size-chara); } .pacman::before, .pacman::after{ content:''; display:block; width:100%; height:50%; background-color:yellow; animation-duration:0.4s; animation-timing-function: ease-in-out; animation-iteration-count: infinite; } .pacman::before{ transform-origin:center bottom; border-radius:var(--size-chara) var(--size-chara) 0 0; transform:rotate(45deg); animation-name : pacman_before; } .pacman::after{ transform-origin:center top; border-radius:0 0 var(--size-chara) var(--size-chara); transform:rotate(-45deg); animation-name : pacman_after; } @keyframes pacman_before{ 0%{ transform:rotate(45deg); } 50%{ transform:rotate(0deg); } 100%{ transform:rotate(45deg); } } @keyframes pacman_after{ 0%{ transform:rotate(-45deg); } 50%{ transform:rotate(0deg); } 100%{ transform:rotate(-45deg); } }

css/style.css

@import 'frame.css'; @import 'pacman.css'; @import 'ghost.css'; :root{ --size-chara : 32px; }

js/frame.js

export class Frame{ constructor(){ Frame.stage_datas = this.stage_datas = [] this.load_asset() } static get root(){ return document.querySelector(`.frame-area`) } get block_size(){ const s5 = document.querySelector('.S5') return s5.offsetWidth } load_asset(){ const xhr = new XMLHttpRequest() xhr.open('get' , `assets/frame.json` , true) xhr.setRequestHeader('Content-Type', 'text/html'); xhr.onreadystatechange = ((e) => { if(xhr.readyState !== XMLHttpRequest.DONE){return} if(xhr.status === 404){return} if (xhr.status === 200) { Frame.frame_datas =this.frame_datas = JSON.parse(e.target.response) this.view() } }).bind(this) xhr.send() } view(){ for(let i=0; i<this.frame_datas.length; i++){ const p = document.createElement('p') p.className = this.frame_datas[i] Frame.root.appendChild(p) // this.stage_datas[i] = this.frame_datas[i] === 'S5' ? 1 : 0 } } }

js/ghost.js

export class Ghost{ constructor(){ this.load_asset() } static get elm_ghosts(){ return document.querySelectorAll('.ghost') } load_asset(){ const xhr = new XMLHttpRequest() xhr.open('get' , `assets/ghost.html` , true) xhr.setRequestHeader('Content-Type', 'text/html'); xhr.onreadystatechange = ((e) => { if(xhr.readyState !== XMLHttpRequest.DONE){return} if(xhr.status === 404){return} if (xhr.status === 200) { this.asset = e.target.response this.ghost_set() } }).bind(this) xhr.send() } ghost_set(){ const elm_ghosts = Ghost.elm_ghosts for(const elm_ghost of elm_ghosts){ elm_ghost.innerHTML = this.asset this.change_eye(elm_ghost) } } static get directions(){ return ['right','left','top','bottom'] } change_eye(elm_ghost){ const num = Math.floor(Math.random() * Ghost.directions.length) elm_ghost.querySelector('.face').setAttribute('data-direction' , Ghost.directions[num]) setTimeout(this.change_eye.bind(this , elm_ghost) , 3000) } }

js/main.js

import { Ghost } from './ghost.js' import { Frame } from './frame.js' export const Main = {} Main.frame = new Frame() Main.ghost = new Ghost() 前回、HTMLでベタにタグで書いたステージデータを、jsonデータに変換して、 assetフォルダにある、frame.jsonに書き込んでみました。 js/frame.jsでは、frame.jsonを元に、HTMLタグに変換して設置するようにすることで、index.htmlの内容をシンプルにすることができました。 何か修正する時も、jsonフォーマットにしておいたほうが、見やすいし修正し易いと思います。 frame.jsでは、jsonの読み込みをして読み込んだデータをObject(配列)データに変換して、それをHTMLに配置する内容が1ファイルで書かれています。 ちなみに、前回の内容に、エサのドット情報を付与して、同時に表示しているので、より本物に近づいていると思います。 敵キャラは、HTML+CSS+Javascriptで構成していたので、専用のghost.jsを設置しました。 内容としては、asset/ghost.htmlを読み込んで、それぞれ4体の敵キャラ内に設置をして、タイプを振り分けます。 次に、それらのキャラの目アニメーションを起動してますが、これは本来動きに合わせて目を動かすことになるので、後に変更されるでしょう。

まとめ

これまで作ったパーツをまとめて1つのゲームに組み立てていく作業は、いつもドキドキしてしまいます。 うまく動かなかったり、想定外のコンフリクトが起きるのは当たり前なので、それらを即座に対処して、うまく出来たらそれはそれでモチベーションがアップしてしまいます。 とりあえず、今後はJavascriptのプログラミングが中心になるので、これまでは単なる関数で書いていたのを、class構成にして構築してあります。 もし、class記述がよくわからないという人は、わからない箇所を学習しながらブログを読み勧めてもらえると、プログラミング学習も進むのではないかと思います。 とりあえず、見た目は完璧と自画自賛できたので、次は実際にキャラクターをカーソルなどで動かしてみたいと思います。 お楽しみに!

知財

パックマンは、バンダイナムコ社の登録商標です。 PAC-MAN™ & ©1980 BANDAI NAMCO Entertainment Inc.

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