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這篇文章主要介紹了如何用HTML5 Canvas實現(xiàn)打飛機游戲,具有一定借鑒價值,需要的朋友可以參考下。希望大家閱讀完這篇文章后大有收獲。下面讓小編帶著大家一起了解一下。
之前在當耐特的DEMO里看到個打飛機的游戲,然后就把他的圖片和音頻扒了了下來。。。。自己憑著玩的心情重新寫了一個。僅供娛樂哈。。。。。。我沒有用框架,所有js都是自己寫的。。。。。。所以就可以來當個簡單的教程,對那些剛玩canvas的,或許能有些幫助,樓主玩canvas也不是很久,技術(shù)不是很好,請見諒哈。
閑話不多說,先上DEMO撒:飛機游戲 樓主寫這個人純碎娛樂,沒想著寫成多正式的游戲哈。
步入主題啦:打飛機游戲文件有index.html入口文件,allSprite.js精靈的邏輯處理文件,loading.js加載處理文件以及data.js(初始化的一些數(shù)據(jù))。
首先,正常的游戲基本上都需要一個loading,loading頁面就是用來預加載數(shù)據(jù)的,包括精靈表圖片,音頻等,因為這是個小游戲,要加載的就只有一些音頻和圖片。里面的加載代碼主要就下面這些,其他是制作loading動畫的,那個比較簡單,就不貼了,如果有興趣的直接在DEMO里看控制臺就行了:
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); } }) } } }, //再貼出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里面用一個數(shù)組保存文件的鏈接,然后判斷這些鏈接是圖片還是音頻,如果是圖片就用preLoadImg加載,預加載圖片的代碼很簡單,就是new一個圖片對象,然后把鏈接賦給它,加載完后再回調(diào)。音頻的加載則是通過生成一個HTML5的audio dom對象,把鏈接賦給它,audio有一個事件“canplaythrough”,瀏覽器預計能夠在不停下來進行緩沖的情況下持續(xù)播放指定的音頻/視頻時,會發(fā)生 canplaythrough 事件,也就是說當canplaythrough被調(diào)用時,音頻就已經(jīng)被加載的差不多了,可以進行下一個音頻的加載了。就這樣當把所有東西都加載完后,再進行回調(diào),開始游戲。
游戲開始了,一個游戲,會需要很多的對象,所以我就統(tǒng)一寫成了一個精靈對象,不同對象之間的每一幀的運動情況直接用behavior來分別編寫就行了。
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"); thisthis.cacheCtx = this.cacheCanvas.getContext('2d'); thisthis.cacheCanvas.width = this.width+this.lightLength*2; thisthis.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); } } } }
寫出精靈類后,就可以通過編寫每個的painter以及behavior來生成不同的對象了。接下來就是寫painter了,painter分成兩種,一種是普通的painter,一種就是精靈表painter,因為像爆炸動畫,飛機開槍動畫,都不是一張圖片就能搞定的,所以就需要用到精靈表了:
而繪制這些就要為他們定制一個精靈表繪制器,下面這個是最簡單的精靈表繪制器,針對游戲的復雜性可以相對的修改精靈表寫法,直到合適,不過原理都大同小異,就是小修小改而已:
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); } }
而普通的繪制器就更簡單了,直接寫一個painter,把要畫的什么東西都寫進去就行了。
有了精靈類和精靈表繪制器后,我們就可以把星星,飛機,子彈,爆炸對象都寫出來了:下面是整個allSprite.js的代碼:
(function(W){ "use strict" var planWidth = 24, planHeight = 24, missleWidth = 70, missleHeight = 70, boomWidth = 60; //精靈類 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); } } } } // 精靈表繪制器 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; } } } //特制飛機精靈表繪制器 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; } if(sprite.rotateRight){ sprite.rotateAngle += sprite.rotateSpeed; } if(sprite.fire&&!sprite.painter.isActive){ sprite.painter.isActive = true; this.shot(sprite); } }, shot:function(sprite){ this.addMissle(sprite , sprite.rotateAngle); var missleAngle = 0.1 for(var i=1;i<sprite.fireLevel;i++){ this.addMissle(sprite , sprite.rotateAngle-i*missleAngle); this.addMissle(sprite , sprite.rotateAngle+i*missleAngle); } var audio = document.getElementsByTagName("audio"); for(var i=0;i<audio.length;i++){ console.log(audio[i].paused) if(audio[i].src.indexOf("shot")>=0&&audio[i].paused){ audio[i].play(); break; } } }, addMissle:function(sprite , angle){ for(var j=0;j<missles.length;j++){ if(!missles[j].visible){ missles[j].left = sprite.left; missles[j].top = sprite.top; missles[j].rotateAngle = angle; var missleSpeed = 20; missles[j].velocityX = missleSpeed*Math.sin(-missles[j].rotateAngle); missles[j].velocityY = missleSpeed*Math.cos(-missles[j].rotateAngle); missles[j].visible = true; break; } } } } ] W.starBehavior = [ {execute:function(sprite,time){ if(sprite.top > canvas.height){ sprite.left = Math.random()*canvas.width; sprite.top = Math.random()*canvas.height - canvas.height; } sprite.top += sprite.speed; }} ] W.starPainter = { paint:function(sprite){ ctx.drawImage(sprite.cacheCanvas , sprite.left-sprite.width/2-sprite.lightLength , sprite.top-sprite.width/2-sprite.lightLength) }, cache:function(sprite){ sprite.cacheCtx.save(); var opacity = 0.5,addopa = 1/sprite.lightLength; sprite.cacheCtx.fillStyle = "rgba(255,255,255,0.8)"; sprite.cacheCtx.beginPath(); sprite.cacheCtx.arc(sprite.width/2+sprite.lightLength , sprite.width/2+sprite.lightLength , sprite.width/2 , 0 , 2*Math.PI); sprite.cacheCtx.fill(); for(var i=1;i<=sprite.lightLength;i+=2){ opacity-=addopa; sprite.cacheCtx.fillStyle = "rgba(255,255,255,"+opacity+")"; sprite.cacheCtx.beginPath(); sprite.cacheCtx.arc(sprite.width/2+sprite.lightLength , sprite.width/2+sprite.lightLength , sprite.width/2+i , 0 , 2*Math.PI); sprite.cacheCtx.fill(); } } } W.foodBehavior = [ {execute:function(sprite,time){ sprite.top += sprite.speed; if(sprite.top > canvas.height+sprite.width){ sprite.visible = false; } }} ] W.foodPainter = { paint:function(sprite){ ctx.fillStyle = "rgba("+parseInt(Math.random()*255)+","+parseInt(Math.random()*255)+","+parseInt(Math.random()*255)+",1)" ctx.font="15px 微軟雅黑" ctx.textAlign = "center"; ctx.textBaseline = "middle"; ctx.fillText(sprite.kind , sprite.left , sprite.top); } } W.missleBehavior = [{ execute:function(sprite,time){ sprite.left -= sprite.velocityX; sprite.top -= sprite.velocityY; if(sprite.left<-missleWidth/2||sprite.top<-missleHeight/2||sprite.left>canvas.width+missleWidth/2||sprite.top<-missleHeight/2){ sprite.visible = false; } } }]; W.misslePainter = { paint:function(sprite){ var img = new Image(); img.src="../planGame/image/plasma.png" ctx.drawImage(img , -missleWidth/2+1 , -missleHeight/2+1 , missleWidth , missleHeight); } } W.badPlanBehavior = [{ execute:function(sprite,time){ if(sprite.top > canvas.height || !sprite.visible){ var random = Math.random(); if(point>=200&&point<400){ sprite.fullBlood = 150; if(random<0.1){ sprite.badKind = 2; sprite.fullBlood = 250; } }else if(point>=400&&point<600){ sprite.fullBlood = 250; if(random<0.2){ sprite.badKind = 2; sprite.fullBlood = 400; } if(random<0.1){ sprite.badKind = 3; sprite.fullBlood = 600; } }else if(point>=600){ sprite.fullBlood = 500; if(random<0.4){ sprite.badKind = 2; sprite.fullBlood = 700; } if(random<0.2){ sprite.badKind = 3; sprite.fullBlood = 1000; } } sprite.visible = true; sprite.blood = sprite.fullBlood; sprite.left = Math.random()*(canvas.width-2*planWidth)+planWidth; sprite.top = Math.random()*canvas.height - canvas.height; } sprite.top += sprite.speed; }, shot:function(sprite){ this.addMissle(sprite , sprite.rotateAngle); var missleAngle = 0.1 for(var i=1;i<sprite.fireLevel;i++){ this.addMissle(sprite , sprite.rotateAngle-i*missleAngle); this.addMissle(sprite , sprite.rotateAngle+i*missleAngle); } }, addMissle:function(sprite , angle){ for(var j=0;j<missles.length;j++){ if(!missles[j].visible){ missles[j].left = sprite.left; missles[j].top = sprite.top; missles[j].rotateAngle = angle; var missleSpeed = 20; missles[j].velocityX = missleSpeed*Math.sin(-missles[j].rotateAngle); missles[j].velocityY = missleSpeed*Math.cos(-missles[j].rotateAngle); missles[j].visible = true; break; } } } }]; W.badPlanPainter = { paint:function(sprite){ var img = new Image(); img.src="../planGame/image/ship.png" switch(sprite.badKind){ case 1:ctx.drawImage(img , 96 , 0 , planWidth , planWidth , -planWidth/2 , -planHeight/2 , planWidth , planWidth); break; case 2:ctx.drawImage(img , 120 , 0 , planWidth , planWidth , -planWidth/2 , -planHeight/2 , planWidth , planWidth); break; case 3:ctx.drawImage(img , 144 , 0 , planWidth , planWidth , -planWidth/2 , -planHeight/2 , planWidth , planWidth); break; } ctx.strokeStyle = "#FFF"; ctx.fillStyle = "#F00"; var bloodHeight = 1; ctx.strokeRect(-planWidth/2-1 , planHeight+bloodHeight+3 , planWidth+2 , bloodHeight+2); ctx.fillRect(planWidth/2-planWidth*sprite.blood/sprite.fullBlood , planHeight+bloodHeight+3 , planWidth*sprite.blood/sprite.fullBlood , bloodHeight); } } W.planSize = function(){ return { w:planWidth, h:planHeight } } })(window);
這些繪制方法之類的都相對比較簡單。
主要說一下飛機的運動以及對象數(shù)量的控制,飛機怎么運動?毫無疑問,通過鍵盤控制它運動,可能很多人就會想到通過keydown這個方法按下的時候通過判斷keyCode來讓飛機持續(xù)運動。但是有個問題,keydown事件不支持多鍵按下,也就是說,當你按下X鍵時,keyCode是88,與此同時你按下方向鍵后,keyCode會瞬間變成37,也就是說,如果你單純的想靠keydown來控制飛機運動,飛機就只能做一件事,要么只可以往某個方向移動,要么只會開槍。
所以,我們要通過keydown和keyup來實現(xiàn)飛機的運動,原理很容易理解:當我們按下往左的方向鍵時,我們給飛機一個往左的狀態(tài),也就是讓飛機的toLeft屬性為true,而在動畫循環(huán)中,判斷飛機的狀態(tài),如果toLeft為true則飛機的x值不停地減少,飛機也就會不停地往左移動,然后當我們抬起手指時觸發(fā)keyup事件,我們就再keyup事件中解除飛機往左的狀態(tài)。飛機也就停止往左移動了。其他狀態(tài)也一樣的原理,這樣寫的話,就能夠讓飛機多種狀態(tài)于一生了??梢酝瑫r開槍同時到處跑了。
實現(xiàn)的代碼如下:
//keydown/keyup事件的綁定 window.onkeydown = function(event){ switch(event.keyCode){ case 88:myplan.fire = true; break; case 90:myplan.rotateLeft=true; break; case 67:myplan.rotateRight=true; break; case 37:myplan.toLeft = true; break; case 38:myplan.toTop = true; break; case 39:myplan.toRight = true; break; case 40:myplan.toBottom = true; break; } } window.onkeyup = function(event){ switch(event.keyCode){ case 88:myplan.fire = false; break; case 90:myplan.rotateLeft=false; break; case 67:myplan.rotateRight=false; break; case 37:myplan.toLeft = false; break; case 38:myplan.toTop = false; break; case 39:myplan.toRight = false; break; case 40:myplan.toBottom = false; break; } } //飛機每一幀的狀態(tài)更新處理代碼 execute:function(sprite,time){ if(sprite.toTop){ spritesprite.top = sprite.top<planHeight/2? sprite.top : sprite.top-sprite.velocityY; } if(sprite.toLeft){ spritesprite.left = sprite.left<planWidth/2? sprite.left : sprite.left-sprite.velocityX; } if(sprite.toRight){ spritesprite.left = sprite.left>canvas.width-planWidth/2? sprite.left : sprite.left+sprite.velocityX; } if(sprite.toBottom){ spritesprite.top = sprite.top>canvas.height-planHeight/2? sprite.top : sprite.top+sprite.velocityY; } if(sprite.rotateLeft){ sprite.rotateAngle -= sprite.rotateSpeed; } if(sprite.rotateRight){ sprite.rotateAngle += sprite.rotateSpeed; } if(sprite.fire&&!sprite.painter.isActive){ sprite.painter.isActive = true; this.shot(sprite); }
就是如此簡單。
然后說下對象控制,打飛機游戲,會發(fā)射大量子彈,產(chǎn)生大量對象,包括爆炸啊,飛機啊,子彈等,如果不停地進行對象的生成和銷毀,會讓瀏覽器的負荷變得很大,運行了一段時間后就會卡出翔了。所以,我們要用可以循環(huán)利用的對象來解決這個問題,不進行對象的銷毀,對所有對象進行保存,循環(huán)利用。
我的做法就是,在游戲初始化的時候,直接生成一定數(shù)量的對象,存放在數(shù)組里面。當我們需要一個對象的時候,就從里面取,當用完后,再放回數(shù)組里面。數(shù)組里的所有對象都有一個屬性,visible,代表對象當前是否可用。
舉個例子,當我的飛機發(fā)射一發(fā)炮彈,我需要一發(fā)炮彈,所以我就到炮彈數(shù)組里遍歷,如果遍歷到的炮彈visible為true,也就說明該對象正在使用著,不能拿來用,所以繼續(xù)遍歷,直到遍歷到visible為false的炮彈對象,說明這個對象暫時沒人用。然后就可以拿過來重新設置屬性,投入使用了。當炮彈擊中敵人或者打出畫布外的時候,把炮彈的visible設成false,又成了一個沒人用的炮彈在數(shù)組里存放起來等待下一次調(diào)用。
所以,我們要預算算好頁面大概要用到多少個對象,然后就預先準備好對象,這樣,在游戲進行中,不會有對象進行生成和銷毀,對游戲性能方面就有了提升了。
最后再說下音頻,游戲里面要用到多個同樣的audio才能保證音效的不間斷性:
var audio = document.getElementsByTagName("audio"); for(var i=0;i<audio.length;i++){ console.log(audio[i].paused) if(audio[i].src.indexOf("boom")>=0&&audio[i].paused){ audio[i].play(); break; } }
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