之前在当耐特的DEMO里看到个打飞机的游戏,然后就把他的图片和音频扒了了下来。。。。自己凭着玩的心情重新写了一个。仅供娱乐哈。。。。。。我没有用框架,所有js都是自己写的。。。。。。所以就可以来当个简单的教程,对那些刚玩canvas的,或许能有些帮助,楼主玩canvas也不是很久,技术不是很好,请见谅哈。
闲话不多说,先上DEMO撒:飞机游戏 楼主写这个人纯碎娱乐,没想着写成多正式的游戏哈。
步入主题啦:打飞机游戏文件有index.html入口文件,allSprite.js精灵的逻辑处理文件,loading.js加载处理文件以及data.js(初始化的一些数据)。
首先,正常的游戏基本上都需要一个loading,loading页面就是用来预加载数据的,包括精灵表图片,音频等,因为这是个小游戏,要加载的就只有一些音频和图片。里面的加载代码主要就下面这些,其他是制作loading动画的,那个比较简单,就不贴了,如果有兴趣的直接在DEMO里看控制台就行了:
XML/HTML Code
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loadImg:function(datas){
var
_this
= this;
var
dataIndex
=
0
;
li();
function li(){
if(datas[dataIndex].indexOf("mp3")
>
=0){
var
audio
=
document
.createElement("audio");
document.body.appendChild(audio);
audio.preload
=
"auto"
;
audio.src
=
datas
[dataIndex];
audio.oncanplaythrough
=
function
(){
this.oncanplaythrough
=
null
;
dataIndex ;
if(
dataIndex
===datas.length){
_this.percent
=
100
;
}else {
_this.percent
=
parseInt
(dataIndex/datas.length*100);
li.call(_this);
}
}
}else {
preLoadImg(datas[dataIndex] , function(){
dataIndex ;
if(
dataIndex
===datas.length){
_this.percent
=
100
;
} else {
_this.percent
=
parseInt
(dataIndex/datas.length*100);
li.call(_this);
}
})
}
}
},
//再贴出preLoadImg的方法
function preLoadImg(src , callback){
var
img
=
new
Image();
img.src
= src;
if(img.complete){
callback.call(img);
}else {
img.onload
=
function
(){
callback.call(img);
}
}
}
我先在data.js里面用一个数组保存文件的链接,然后判断这些链接是图片还是音频,如果是图片就用preLoadImg加载,预加载图片的代码很简单,就是new一个图片对象,然后把链接赋给它,加载完后再回调。音频的加载则是通过生成一个HTML5的audio dom对象,把链接赋给它,audio有一个事件“canplaythrough”,浏览器预计能够在不停下来进行缓冲的情况下持续播放指定的音频/视频时,会发生 canplaythrough 事件,也就是说当canplaythrough被调用时,音频就已经被加载的差不多了,可以进行下一个音频的加载了。就这样当把所有东西都加载完后,再进行回调,开始游戏。
游戏开始了,一个游戏,会需要很多的对象,所以我就统一写成了一个精灵对象,不同对象之间的每一帧的运动情况直接用behavior来分别编写就行了。
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W.Sprite = function(name , painter , behaviors , args){
if(name !== undefined)
this.name
= name;
if(painter !== undefined)
this.painter
= painter;
this.top
=
0
;
this.left
=
0
;
this.width
=
0
;
this.height
=
0
;
this.velocityX
=
3
;
this.velocityY
=
2
;
this.visible
=
true
;
this.animating
=
false
;
this.behaviors
= behaviors;
this.rotateAngle
=
0
;
this.blood
=
50
;
this.fullBlood
=
50
;
if(
name
==="plan"){
this.rotateSpeed
=
0
.05;
this.rotateLeft
=
false
;
this.rotateRight
=
false
;
this.fire
=
false
;
this.firePerFrame
=
10
;
this.fireLevel
=
1
;
}else if(
name
==="star"){
this.width
=
Math
.random()*2;
this.speed
=
1
*this.width/2;
this.lightLength
=
5
;
this.cacheCanvas
=
document
.createElement("canvas");
this
this.cacheCtx
= this.cacheCanvas.getContext('2d');
this
this.cacheCanvas.width
= this.width this.lightLength*2;
this
this.cacheCanvas.height
= this.width this.lightLength*2;
this.painter.cache(this);
}else if(
name
==="badPlan"){
this.badKind
=
1
;
this.speed
=
2
;
this.rotateAngle
=
Math
.PI;
}else if(
name
==="missle"){
this.width
=
missleWidth
;
}else if(
name
==="boom"){
this.width
=
boomWidth
;
}else if(
name
==="food"){
this.width
=
40
;
this.speed
=
3
;
this.kind
=
"LevelUP"
}
this.toLeft
=
false
;
this.toTop
=
false
;
this.toRight
=
false
;
this.toBottom
=
false
;
this.outArcRadius
=
Math
.sqrt((this.width/2*this.width/2)*2);
if(args){
for(var arg in args){
this[arg] = args[arg];
}
}
}
Sprite.prototype
= {
constructor:Sprite,
paint:function(){
if(
this.name
==="badPlan"){this.update();}
if(this.painter !== undefined && this.visible){
if(this.name!=="badPlan") {
this.update();
}
if(
this.name
==="plan"||
this.name
==="missle"||
this.name
==="badPlan"){
ctx.save();
ctx.translate(this.left , this.top);
ctx.rotate(this.rotateAngle);
this.painter.paint(this);
ctx.restore();
}else {
this.painter.paint(this);
}
}
},
update:function(time){
if(this.behaviors){
for(var
i
=
0
;i
<
this.behaviors.length
;i ){
this.behaviors[i].execute(this,time);
}
}
}
}
写出精灵类后,就可以通过编写每个的painter以及behavior来生成不同的对象了。接下来就是写painter了,painter分成两种,一种是普通的painter,一种就是精灵表painter,因为像爆炸动画,飞机开枪动画,都不是一张图片就能搞定的,所以就需要用到精灵表了:


而绘制这些就要为他们定制一个精灵表绘制器,下面这个是最简单的精灵表绘制器,针对游戏的复杂性可以相对的修改精灵表写法,直到合适,不过原理都大同小异,就是小修小改而已:
XML/HTML Code
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var SpriteSheetPainter = function(cells){
this.cells
= cells || [];
this.cellIndex
=
0
;
}
SpriteSheetPainter.prototype
= {
advance:function(){
if(
this.cellIndex
=== this.cells.length-1){
this.cellIndex
=
0
;
}
else this.cellIndex ;
},
paint:function(sprite){
var
cell
=
this
.cells[this.cellIndex];
context.drawImage(spritesheet , cell.x , cell.y , cell.w , cell.h , sprite.left , sprite.top , cell.w , cell.h);
}
}
而普通的绘制器就更简单了,直接写一个painter,把要画的什么东西都写进去就行了。
有了精灵类和精灵表绘制器后,我们就可以把星星,飞机,子弹,爆炸对象都写出来了:下面是整个allSprite.js的代码:
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(function(W){
"use strict"
var
planWidth = 24,
planHeight = 24,
missleWidth = 70,
missleHeight = 70,
boomWidth = 60;
//精灵类
W.Sprite =
function
(name , painter , behaviors , args){
if
(name !== undefined)
this
.name = name;
if
(painter !== undefined)
this
.painter = painter;
this
.top = 0;
this
.left = 0;
this
.width = 0;
this
.height = 0;
this
.velocityX = 3;
this
.velocityY = 2;
this
.visible =
true
;
this
.animating =
false
;
this
.behaviors = behaviors;
this
.rotateAngle = 0;
this
.blood = 50;
this
.fullBlood = 50;
if
(name===
"plan"
){
this
.rotateSpeed = 0.05;
this
.rotateLeft =
false
;
this
.rotateRight =
false
;
this
.fire =
false
;
this
.firePerFrame = 10;
this
.fireLevel = 1;
}
else
if
(name===
"star"
){
this
.width = Math.random()*2;
this
.speed = 1*
this
.width/2;
this
.lightLength = 5;
this
.cacheCanvas = document.createElement(
"canvas"
);
this
.cacheCtx =
this
.cacheCanvas.getContext(
'2d'
);
this
.cacheCanvas.width =
this
.width
this
.lightLength*2;
this
.cacheCanvas.height =
this
.width
this
.lightLength*2;
this
.painter.cache(
this
);
}
else
if
(name===
"badPlan"
){
this
.badKind = 1;
this
.speed = 2;
this
.rotateAngle = Math.PI;
}
else
if
(name===
"missle"
){
this
.width = missleWidth;
}
else
if
(name===
"boom"
){
this
.width = boomWidth;
}
else
if
(name===
"food"
){
this
.width = 40;
this
.speed = 3;
this
.kind =
"LevelUP"
}
this
.toLeft =
false
;
this
.toTop =
false
;
this
.toRight =
false
;
this
.toBottom =
false
;
this
.outArcRadius = Math.sqrt((
this
.width/2*
this
.width/2)*2);
if
(args){
for
(
var
arg
in
args){
this
[arg] = args[arg];
}
}
}
Sprite.prototype = {
constructor:Sprite,
paint:
function
(){
if
(
this
.name===
"badPlan"
){
this
.update();}
if
(
this
.painter !== undefined &&
this
.visible){
if
(
this
.name!==
"badPlan"
) {
this
.update();
}
if
(
this
.name===
"plan"
||
this
.name===
"missle"
||
this
.name===
"badPlan"
){
ctx.save();
ctx.translate(
this
.left ,
this
.top);
ctx.rotate(
this
.rotateAngle);
this
.painter.paint(
this
);
ctx.restore();
}
else
{
this
.painter.paint(
this
);
}
}
},
update:
function
(time){
if
(
this
.behaviors){
for
(
var
i=0;i<
this
.behaviors.length;i ){
this
.behaviors[i].execute(
this
,time);
}
}
}
}
// 精灵表绘制器
W.SpriteSheetPainter =
function
(cells , isloop , endCallback , spritesheet){
this
.cells = cells || [];
this
.cellIndex = 0;
this
.dateCount =
null
;
this
.isloop = isloop;
this
.endCallback = endCallback;
this
.spritesheet = spritesheet;
}
SpriteSheetPainter.prototype = {
advance:
function
(){
this
.cellIndex =
this
.isloop?(
this
.cellIndex===
this
.cells.length-1?0:
this
.cellIndex 1):(
this
.cellIndex 1);
},
paint:
function
(sprite){
if
(
this
.dateCount===
null
){
this
.dateCount =
new
Date();
}
else
{
var
newd =
new
Date();
var
tc = newd-
this
.dateCount;
if
(tc>40){
this
.advance();
this
.dateCount = newd;
}
}
if
(
this
.cellIndex<
this
.cells.length ||
this
.isloop){
var
cell =
this
.cells[
this
.cellIndex];
ctx.drawImage(
this
.spritesheet , cell.x , cell.y , cell.w , cell.h , sprite.left-sprite.width/2 , sprite.top-sprite.width/2 , cell.w , cell.h);
}
else
if
(
this
.endCallback){
this
.endCallback.call(sprite);
this
.cellIndex = 0;
}
}
}
//特制飞机精灵表绘制器
W.controllSpriteSheetPainter =
function
(cells , spritesheet){
this
.cells = cells || [];
this
.cellIndex = 0;
this
.dateCount =
null
;
this
.isActive =
false
;
this
.derection =
true
;
this
.spritesheet = spritesheet;
}
controllSpriteSheetPainter.prototype = {
advance:
function
(){
if
(
this
.isActive){
this
.cellIndex ;
if
(
this
.cellIndex ===
this
.cells.length){
this
.cellIndex = 0;
this
.isActive =
false
;
}
}
},
paint:
function
(sprite){
if
(
this
.dateCount===
null
){
this
.dateCount =
new
Date();
}
else
{
var
newd =
new
Date();
var
tc = newd-
this
.dateCount;
if
(tc>sprite.firePerFrame){
this
.advance();
this
.dateCount = newd;
}
}
var
cell =
this
.cells[
this
.cellIndex];
ctx.drawImage(
this
.spritesheet , cell.x , cell.y , cell.w , cell.h , -planWidth/2 , -planHeight/2 , cell.w , cell.h);
}
}
W.planBehavior = [
{execute:
function
(sprite,time){
if
(sprite.toTop){
sprite.top = sprite.top<planHeight/2? sprite.top : sprite.top-sprite.velocityY;
}
if
(sprite.toLeft){
sprite.left = sprite.left<planWidth/2? sprite.left : sprite.left-sprite.velocityX;
}
if
(sprite.toRight){
sprite.left = sprite.left>canvas.width-planWidth/2? sprite.left : sprite.left sprite.velocityX;
}
if
(sprite.toBottom){
sprite.top = sprite.top>canvas.height-planHeight/2? sprite.top : sprite.top sprite.velocityY;
}
if
(sprite.rotateLeft){
sprite.rotateAngle -= sprite.rotateSpeed;
} <