昨天上班的时候闲着无事,就用Canvas写了个桌球游戏来玩玩。。。。所以就拿这游戏上来水一发。或许对一些刚学canvas的人有帮助。
话说这只是一个简单的DEMO。游戏性,游戏规则什么的我都没怎么考虑,如果有兴趣细化的朋友可以细化一下,比如细化一下规则,游戏开关,加个声音,细化一下进球检测,更严谨甚至可以去查下击球力度、桌面真实摩擦力等来把游戏弄的更像游戏。我只是给个编程思路哈,随便坐个DEMO而已,玩起来估计还是不会很爽快的~~
整个桌球游戏就两个类,一个是球,一个是辅助瞄准线。如果想把改游戏弄的更复杂,还可以再抽象一个形状类,用于检测球与边角的碰撞以及进球。我做的这个游戏采取了最简单的墙壁碰撞检测,所以没有进行球与不规则形状的碰撞检测,如果想玩更复杂的碰撞,可以戳 关于简单的碰撞检测 岑安大大讲的还是很好的。好,接下来就一步一步来:
【球】
先贴代码:
var Ball = function(x , y , ismine){ this.x = x; this.y = y; this.ismine = ismine; this.oldx = x; this.oldy = y; this.vx = 0; this.vy = 0; this.radius = ballRadius; this.inhole = false;this.moving = true; } Ball.prototype = { constructor:Ball, _paint:function(){ var b = this.ismine?document.getElementById("wb") : document.getElementById("yb") if(b.complete) { ctx.drawImage(b , this.x-this.radius , this.y-this.radius , 2*this.radius , 2*this.radius); } else { b.onload = function(){ ctx.drawImage(b , this.x-this.radius , this.y-this.radius , 2*this.radius , 2*this.radius); } } }, _run:function(t){ this.oldx = this.x; this.oldy = this.y; this.vx = Math.abs(this.vx)<0.1? 0 : (this.vx>0? this.vx-mcl*t : this.vx+mcl*t); this.vy = Math.abs(this.vy)<0.1? 0 : (this.vy>0? this.vy-mcl*t : this.vy+mcl*t); // this.vx += this.vx>0? -mcl*t : mcl*t; // this.vy += this.vy>0? -mcl*t : mcl*t; this.x += t * this.vx * pxpm; this.y += t * this.vy * pxpm; if((this.x<50 && this.y<50) || (this.x>370 && this.x<430 && this.y<50) || (this.x > 758 && this.y<50) || (this.x<46 && this.y>490) || (this.x>377 && this.x<420 && this.y>490) || (this.x > 758 && this.y>490)){ this.inhole = true; if(this.ismine){ var that = this; setTimeout(function(){ that.x = 202; that.y = canvas.height/2; that.vx = 0; that.vy = 0; that.inhole = false; } , 500) } else { document.getElementById("shotNum").innerHTML = parseInt(document.getElementById("shotNum").innerHTML)+1 } } else { if(this.y > canvas.height - (ballRadius+tbw) || this.y < (ballRadius+tbw)){ this.y = this.y < (ballRadius+tbw) ? (ballRadius+tbw) : (canvas.height - (ballRadius+tbw)); this.derectionY = !this.derectionY; this.vy = -this.vy*0.6; } if(this.x > canvas.width - (ballRadius+tbw) || this.x < (ballRadius+tbw)){ this.x = this.x < (ballRadius+tbw) ? (ballRadius+tbw) : (canvas.width - (ballRadius+tbw)); this.derectionX = !this.derectionX; this.vx = -this.vx*0.6; } } this._paint(); if(Math.abs(this.vx)<0.1 && Math.abs(this.vy)<0.1){ this.moving = false; } else { this.moving = true; } } }
球类的属性:x,y球的位置,vx,vy球的水平速度以及求得垂直速度,ismine代表是白球还是其他球(不同球在_paint方法中绘制的图片不一样),oldx,oldy用于保存球的上一帧位置,不过暂时还没用上,应该有用吧。_paint方法没什么好说的,_run方法就是跟踪小球位置,根据小球每一帧的时间来算出小球的位移增量以及速度增量,mcl和pxpm都是常量,mcl是摩擦力,pxpm是大概算个像素和现实转换比例。。。。然后就是碰撞检测,这个很容易理解了,就计算小球的位置有没有超过边界,超过了就反弹。不过这种碰撞检测很不严谨,如果真要做游戏建议用更复杂一些的。还有就是根据小球的速度来让小球静止。
【辅助线】
var dotLine = function(x0,y0,x1,y1){ this.x0 = this.x0; this.y0 = this.y0; this.x1 = this.x1; this.y1 = this.y1; this.dotlength = 3; this.display = false; } dotLine.prototype = { constructor:dotLine, _ready:function(){ this.length = Math.sqrt(Math.pow(this.y1 - this.y0 , 2)+Math.pow(this.x1 - this.x0 , 2)); this.dotNum = Math.ceil(this.length/this.dotlength); }, _paint:function(){ this._ready(); xadd = this.dotlength*(this.x1 - this.x0)/this.length; yadd = this.dotlength*(this.y1 - this.y0)/this.length; ctx.save(); ctx.beginPath(); for(var i=1;i<=this.dotNum;i++){ if(i%2!==0){ ctx.moveTo(this.x0+(i-1)*xadd , this.y0+(i-1)*yadd); ctx.lineTo(this.x0+i*xadd , this.y0+i*yadd); } } ctx.strokeStyle = "#FFF"; ctx.stroke(); ctx.beginPath(); ctx.arc(this.x1 , this.y1 , ballRadius-2 , 0 , 2*Math.PI); ctx.stroke(); ctx.restore(); } }
就是画虚线,这个比较简单了,获取鼠标的位置和白球位置,然后在两者之间隔一段距离画条线,然后就成虚线了。
【多球碰撞检测】
function collision(){ for(var i=0;i<balls.length;i++){ for(var j=0;j<balls.length;j++){ var b1 = balls[i],b2 = balls[j]; if(b1 !== b2 && !b1.inhole && !b2.inhole){ var rc = Math.sqrt(Math.pow(b1.x - b2.x , 2) + Math.pow(b1.y - b2.y , 2)); if(Math.ceil(rc) < (b1.radius + b2.radius)){ if(!b1.moving && !b2.moving) return; //获取碰撞后的速度增量 var ax = ((b1.vx - b2.vx)*Math.pow((b1.x - b2.x) , 2) + (b1.vy - b2.vy)*(b1.x - b2.x)*(b1.y - b2.y))/Math.pow(rc , 2) var ay = ((b1.vy - b2.vy)*Math.pow((b1.y - b2.y) , 2) + (b1.vx - b2.vx)*(b1.x - b2.x)*(b1.y - b2.y))/Math.pow(rc , 2) //将速度增量赋给碰撞小球 b1.vx = b1.vx-ax; b1.vy = b1.vy-ay; b2.vx = b2.vx+ax; b2.vy = b2.vy+ay; //修正小球碰撞距离 var clength = ((b1.radius+b2.radius)-rc)/2; var cx = clength * (b1.x-b2.x)/rc; var cy = clength * (b1.y-b2.y)/rc; b1.x = b1.x+cx; b1.y = b1.y+cy; b2.x = b2.x-cx; b2.y = b2.y-cy; } } } } }
对所有小球进行遍历,计算两个小球的球心距离,如果小于两小球的半径和,则说明发生了碰撞。如果两个小球都是静止的,就不进行碰撞检测,否则进行计算碰撞后的速度增量,碰撞速度增量的求法可以直接看 小球碰撞的算法设计 ,里面讲的挺详细的,综合起来就得出了上面那一串式子了。
将速度增量赋给碰撞小球。因为两个球碰撞那一帧,两个球是有部分重叠的,所以得进行位置修正,不然小球会一直处于碰撞然后就黏在一起了,位置修正的原理也简单,算出两球的球心距离,通过勾股定理计算出两球的重叠区域的宽度,然后把宽度除于2后赋给小球新的位置,新的位置就是两个球的半径刚好等于球心距。
【鼠标动作】
canvas.addEventListener("mousedown" , function(){ if(balls[0].moving) return; document.querySelector(".shotPower").style.display = "block"; document.querySelector(".shotPower").style.top = balls[0].y-60 + "px"; document.querySelector(".shotPower").style.left = balls[0].x-40 +"px"; document.getElementById("pow").className = "animate"; var x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - document.querySelector(".view").offsetLeft; var y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - document.querySelector(".view").offsetTop; dotline.display = true; dotline.x0 = balls[0].x; dotline.y0 = balls[0].y; dotline.x1 = x; dotline.y1 = y; window.addEventListener("mouseup" , muHandle , false); window.addEventListener("mousemove" , mmHandle , false); function mmHandle(){ var x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - document.querySelector(".view").offsetLeft; var y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - document.querySelector(".view").offsetTop; dotline.x1 = x; dotline.y1 = y; } function muHandle(){ var x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - document.querySelector(".view").offsetLeft; var y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - document.querySelector(".view").offsetTop; var angle = Math.atan((y - balls[0].y)/(x - balls[0].x)); var h = document.getElementById("pow").offsetHeight/document.getElementById("powbar").offsetHeight; var v = 60*h; document.getElementById("pow").style.height = h*100+"%" balls[0].vx = x - balls[0].x>0 ? v*Math.abs(Math.cos(angle)) : -v*Math.abs(Math.cos(angle)); balls[0].vy = y - balls[0].y>0 ? v*Math.abs(Math.sin(angle)) : -v*Math.abs(Math.sin(angle)); document.getElementById("pow").className = ""; window.removeEventListener("mouseup" , muHandle , false); window.removeEventListener("mousemove" , muHandle , false); dotline.display = false; document.querySelector(".shotPower").style.display = "none"; } },false);
鼠标动作也比较简单,有js基础的基本上都没问题,就是鼠标按下后计算鼠标位置,然后产生辅助虚线,鼠标移动后修改辅助虚线的终点位置。鼠标按下的时候旁边产生一个力量计,我就只用用animation做动画了,然后鼠标按键抬起时通过计算力量计的大小来确定白球的速度,然后再分解成水平速度以及垂直速度赋给白球。同时取消鼠标移动以及鼠标抬起的事件绑定,把辅助虚线以及力量计隐藏。
【动画舞台】
function animate(){ ctx.clearRect(0,0,canvas.width,canvas.height) var t1 = new Date(); var t = (t1 - t0)/1000; collision(); balls.foreach(function(){ if(!this.inhole) this._run(t); }); if(dotline.display){ dotline.x0 = balls[0].x; dotline.y0 = balls[0].y; dotline._paint(); } t0 = t1; if(!animateStop){ if("requestAnimationFrame" in window){ requestAnimationFrame(animate); } else if("webkitRequestAnimationFrame" in window){ webkitRequestAnimationFrame(animate); } else if("msRequestAnimationFrame" in window){ msRequestAnimationFrame(animate); } else if("mozRequestAnimationFrame" in window){ mozRequestAnimationFrame(animate); } else { setTimeout(animate , 16); } } }
这个就是游戏每一帧的逻辑处理现场,如果小球进洞了,就不再进行绘制,如果辅助虚线的display属性设成false,就不进行辅助虚线的绘制,还有就是计算每一帧的时间。
【常量与初始化】
var canvas = document.getElementById("cas"); var ctx = canvas.getContext(‘2d‘); var mcl = 1 , collarg = 0.8 , ballRadius = 15 , t0 = 0 , balls=[] , tbw = 32 , animateStop = true , powAnimation = false; var dotline; pxpm = canvas.width/20; window.onload = function(){ var myball = new Ball(202 , canvas.height/2 , true); balls.push(myball); for(var i=0;i<6;i++){ for(var j=0;j<i;j++){ var other = new Ball(520+i*(ballRadius-2)*2 , (canvas.height-i*2*ballRadius)/2+ballRadius+2*ballRadius*j , false); balls.push(other); } } t0 = new Date(); dotline = new dotLine(0,0,0,0); animateStop = false; animate(); }
实例化所有小球,把小球全部按照规律摆好,然后获取当前时间,实例化辅助虚线,动画开始。
下面贴出全部代码:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en"> <head> <meta http-equiv="Content-Type" content="text/html;charset=UTF-8"> <style> body{margin:0;padding:0;} .view{width: 800px;height: 544px;margin:20px auto;position: relative;} #cas{display: block;border:1px solid;background:url(image/table.jpg) no-repeat;} .shotPower{width: 30px;height: 80px;position: absolute;right: -80px;top: 150px;display: none} #powbar{width: 5px;height: 60px;margin:auto;background-color: #CCC;position: relative;} #pow{width: 100%;height:50%;position: absolute;bottom: 0px;} #maxPower{color: #FFF;text-align: center;width: 100%;padding-bottom:3px;font-size: 10px;} #powText{color: #FFF;text-align: center;width: 100%;padding-top: 3px;font-size: 8px;} .animate{-webkit-animation:add 2s infinite linear;} @-webkit-keyframes add{ 0%{height:0%;background-color:#ff0;} 50%{height:100%;background-color:#f00;} 100%{height:0%;background-color:#ff0;} } </style> <title>桌球游戏</title> </head> <body style="background-color: #000"> <div class="view"> <canvas id="cas" width="800" height="544">您的浏览器不支持canvas,请升级浏览器</canvas> <img src="image/white_ball.png" id="wb" alt="" style="display:none"/> <img src="image/yellow_ball.png" id="yb" alt="" style="display:none"/> <div class="shotPower"> <div id="maxPower">MAX</div> <div id="powbar"><div id="pow"></div></div> <div id="powText">power</div> </div> <div style="position:absolute;left:-100px;top:250px;color:#FFF">进球数:<span id="shotNum">0</span></div> </div> <script> var canvas = document.getElementById("cas"); var ctx = canvas.getContext(‘2d‘); var mcl = 1 , collarg = 0.8 , ballRadius = 15 , t0 = 0 , balls=[] , tbw = 32 , animateStop = true , powAnimation = false; var dotline; pxpm = canvas.width/20; window.onload = function(){ var myball = new Ball(202 , canvas.height/2 , true); balls.push(myball); for(var i=0;i<6;i++){ for(var j=0;j<i;j++){ var other = new Ball(520+i*(ballRadius-2)*2 , (canvas.height-i*2*ballRadius)/2+ballRadius+2*ballRadius*j , false); balls.push(other); } } t0 = new Date(); dotline = new dotLine(0,0,0,0); animateStop = false; animate(); } canvas.addEventListener("mousedown" , function(){ if(balls[0].moving) return; document.querySelector(".shotPower").style.display = "block"; document.querySelector(".shotPower").style.top = balls[0].y-60 + "px"; document.querySelector(".shotPower").style.left = balls[0].x-40 +"px"; document.getElementById("pow").className = "animate"; var x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - document.querySelector(".view").offsetLeft; var y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - document.querySelector(".view").offsetTop; dotline.display = true; dotline.x0 = balls[0].x; dotline.y0 = balls[0].y; dotline.x1 = x; dotline.y1 = y; window.addEventListener("mouseup" , muHandle , false); window.addEventListener("mousemove" , mmHandle , false); function mmHandle(){ var x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - document.querySelector(".view").offsetLeft; var y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - document.querySelector(".view").offsetTop; dotline.x1 = x; dotline.y1 = y; } function muHandle(){ var x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - document.querySelector(".view").offsetLeft; var y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - document.querySelector(".view").offsetTop; var angle = Math.atan((y - balls[0].y)/(x - balls[0].x)); var h = document.getElementById("pow").offsetHeight/document.getElementById("powbar").offsetHeight; var v = 60*h; document.getElementById("pow").style.height = h*100+"%" balls[0].vx = x - balls[0].x>0 ? v*Math.abs(Math.cos(angle)) : -v*Math.abs(Math.cos(angle)); balls[0].vy = y - balls[0].y>0 ? v*Math.abs(Math.sin(angle)) : -v*Math.abs(Math.sin(angle)); document.getElementById("pow").className = ""; window.removeEventListener("mouseup" , muHandle , false); window.removeEventListener("mousemove" , muHandle , false); dotline.display = false; document.querySelector(".shotPower").style.display = "none"; } },false); function animate(){ ctx.clearRect(0,0,canvas.width,canvas.height) var t1 = new Date(); var t = (t1 - t0)/1000; collision(); balls.foreach(function(){ if(!this.inhole) this._run(t); }); if(dotline.display){ dotline.x0 = balls[0].x; dotline.y0 = balls[0].y; dotline._paint(); } t0 = t1; if(!animateStop){ if("requestAnimationFrame" in window){ requestAnimationFrame(animate); } else if("webkitRequestAnimationFrame" in window){ webkitRequestAnimationFrame(animate); } else if("msRequestAnimationFrame" in window){ msRequestAnimationFrame(animate); } else if("mozRequestAnimationFrame" in window){ mozRequestAnimationFrame(animate); } else { setTimeout(animate , 16); } } } function collision(){ for(var i=0;i<balls.length;i++){ for(var j=0;j<balls.length;j++){ var b1 = balls[i],b2 = balls[j]; if(b1 !== b2 && !b1.inhole && !b2.inhole){ var rc = Math.sqrt(Math.pow(b1.x - b2.x , 2) + Math.pow(b1.y - b2.y , 2)); if(Math.ceil(rc) < (b1.radius + b2.radius)){ if(!b1.moving && !b2.moving) return; var ax = ((b1.vx - b2.vx)*Math.pow((b1.x - b2.x) , 2) + (b1.vy - b2.vy)*(b1.x - b2.x)*(b1.y - b2.y))/Math.pow(rc , 2) var ay = ((b1.vy - b2.vy)*Math.pow((b1.y - b2.y) , 2) + (b1.vx - b2.vx)*(b1.x - b2.x)*(b1.y - b2.y))/Math.pow(rc , 2) b1.vx = b1.vx-ax; b1.vy = b1.vy-ay; b2.vx = b2.vx+ax; b2.vy = b2.vy+ay; var clength = ((b1.radius+b2.radius)-rc)/2; var cx = clength * (b1.x-b2.x)/rc; var cy = clength * (b1.y-b2.y)/rc; b1.x = b1.x+cx; b1.y = b1.y+cy; b2.x = b2.x-cx; b2.y = b2.y-cy; } } } } } var dotLine = function(x0,y0,x1,y1){ this.x0 = this.x0; this.y0 = this.y0; this.x1 = this.x1; this.y1 = this.y1; this.dotlength = 3; this.display = false; } dotLine.prototype = { constructor:dotLine, _ready:function(){ this.length = Math.sqrt(Math.pow(this.y1 - this.y0 , 2)+Math.pow(this.x1 - this.x0 , 2)); this.dotNum = Math.ceil(this.length/this.dotlength); }, _paint:function(){ this._ready(); xadd = this.dotlength*(this.x1 - this.x0)/this.length; yadd = this.dotlength*(this.y1 - this.y0)/this.length; ctx.save(); ctx.beginPath(); for(var i=1;i<=this.dotNum;i++){ if(i%2!==0){ ctx.moveTo(this.x0+(i-1)*xadd , this.y0+(i-1)*yadd); ctx.lineTo(this.x0+i*xadd , this.y0+i*yadd); } } ctx.strokeStyle = "#FFF"; ctx.stroke(); ctx.beginPath(); ctx.arc(this.x1 , this.y1 , ballRadius-2 , 0 , 2*Math.PI); ctx.stroke(); ctx.restore(); } } var Ball = function(x , y , ismine){ this.x = x; this.y = y; this.ismine = ismine; this.oldx = x; this.oldy = y; this.vx = 0; this.vy = 0; this.radius = ballRadius; this.inhole = false; this.angle = 0; this.moving = true; } Ball.prototype = { constructor:Ball, _paint:function(){ var b = this.ismine?document.getElementById("wb") : document.getElementById("yb") if(b.complete) { ctx.drawImage(b , this.x-this.radius , this.y-this.radius , 2*this.radius , 2*this.radius); } else { b.onload = function(){ ctx.drawImage(b , this.x-this.radius , this.y-this.radius , 2*this.radius , 2*this.radius); } } }, _run:function(t){ this.oldx = this.x; this.oldy = this.y; this.vx = Math.abs(this.vx)<0.1? 0 : (this.vx>0? this.vx-mcl*t : this.vx+mcl*t); this.vy = Math.abs(this.vy)<0.1? 0 : (this.vy>0? this.vy-mcl*t : this.vy+mcl*t); // this.vx += this.vx>0? -mcl*t : mcl*t; // this.vy += this.vy>0? -mcl*t : mcl*t; this.x += t * this.vx * pxpm; this.y += t * this.vy * pxpm; if((this.x<50 && this.y<50) || (this.x>370 && this.x<430 && this.y<50) || (this.x > 758 && this.y<50) || (this.x<46 && this.y>490) || (this.x>377 && this.x<420 && this.y>490) || (this.x > 758 && this.y>490)){ this.inhole = true; if(this.ismine){ var that = this; setTimeout(function(){ that.x = 202; that.y = canvas.height/2; that.vx = 0; that.vy = 0; that.inhole = false; } , 500) } else { document.getElementById("shotNum").innerHTML = parseInt(document.getElementById("shotNum").innerHTML)+1 } } else { if(this.y > canvas.height - (ballRadius+tbw) || this.y < (ballRadius+tbw)){ this.y = this.y < (ballRadius+tbw) ? (ballRadius+tbw) : (canvas.height - (ballRadius+tbw)); this.derectionY = !this.derectionY; this.vy = -this.vy*0.6; } if(this.x > canvas.width - (ballRadius+tbw) || this.x < (ballRadius+tbw)){ this.x = this.x < (ballRadius+tbw) ? (ballRadius+tbw) : (canvas.width - (ballRadius+tbw)); this.derectionX = !this.derectionX; this.vx = -this.vx*0.6; } } this.angle = Math.atan((this.x - this.oldx)/(this.y - this.oldy)) this._paint(); if(Math.abs(this.vx)<0.1 && Math.abs(this.vy)<0.1){ this.moving = false; } else { this.moving = true; } } } Array.prototype.foreach = function(callback){ for(var i=0;i<this.length;i++){ callback.apply(this[i] , [i]); } } var Line = function(x0,y0,x1,y1){ this.start = { x:x0, y:y0 } this.end = { x:x1, y:y1 } this.x = null; this.y = null; this.k = (y0 - y1)/(x0 - x1); this.b = y0 - this.k * x0; if(x0-x1===0){ this.x = x0; } if(y0-y1===0){ this.y = y0; } this.angle = Math.asin(this.k) this._draw = function(){ ctx.save(); ctx.beginPath(); ctx.moveTo(this.start.x , this.start.y); ctx.lineTo(this.end.x , this.end.y); ctx.stroke(); ctx.restore(); } } function getLineCols(line1 , line2){ if(line1.k - line2.k === 0){ return false; } var x , y; x = (line2.b - line1.b)/(line1.k - line2.k); y = line1.k * x + line1.b; if(line1.x!==null){ x = line1.x; y = line2.k * x + line2.b; } else if(line2.x !== null){ x = line2.x; y = line1.k * x + line1.b; } if(line1.y!==null){ y = line1.y; x = (y-line2.b)/line2.k } else if(line2.y !== null){ y = line2.y; x = (y-line1.b)/line1.k } if(((x>=line1.start.x && x<=line1.end.x)||(x>=line1.end.x && x<=line1.start.x))&&((y>=line1.start.y && y<=line1.end.y)||(y>=line1.end.y && y<=line1.start.y))){ if(((x>=line2.start.x && x<=line2.end.x)||(x>=line2.end.x && x<=line2.start.x))&&((y>=line2.start.y && y<=line2.end.y)||(y>=line2.end.y && y<=line2.start.y))){ return {x:x , y:y} } } return false; } </script> </body> </html>
底部的那两个方法是写两条线相交的判定和交点的获取,想用来写严谨一些的碰撞检测。。。。
好吧,说完了,如果有兴趣的还可以加入声音神马的,我就懒得去做了。。。。。吃饭去咯