我們繼續這一系列文章,使用HTML5的canvas組件進行游戲開發。我們將要更新完善我們的 第4課html5游戲制作入門系列教程(四) 的游戲實例,并增加了火球,敵人和碰撞檢測等功能模塊。所以,現在我們的飛龍可以施放火球來殺死敵人(還有成績統計)?,F在,這個游戲的互動性更強了。你可以點擊這里閱讀這一系列教程的前一篇文章: html5游戲制作入門系列教程(六) 。我們將基于之前的程序和代碼進行開發。
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這里有我們的演示和下載包:
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好吧,下載所需文件,讓我們開始編碼!
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步驟1:HTML
下面是基本的HTML代碼:
這里是我演示的HTML,非常簡單,對不對?
<!DOCTYPE html> <html lang="en" > <head> <meta charset="utf-8" /> <title>html5游戲制作入門系列教程(七)</title> <link href="css/main.css" rel="stylesheet" type="text/css" /> <!--[if lt IE 9]> <script src="http://html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <script src="js/jquery.js"></script> <script src="js/script.js"></script> </head> <body> <header tabindex="0"> <h2>html5游戲制作入門系列教程(七)</h2> <a class="stuts">返回原文<span>HTML5GAME</span></a> </header> <div class="container"> <canvas id="scene" width="1000" height="600" tabindex="1"></canvas> </div> </body> </html>
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步驟2:CSS
下面是所使用的CSS樣式表文件。
css/main.css
今天就不把css樣式貼出來了,和以前的一樣,沒有什么特別之處。你可以在下載包里找到它。
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步驟3:JS
js/script.js
// inner variables var canvas, ctx; var backgroundImage; var iBgShiftX = 100; var dragon, enemy = null; // game objects var balls = []; var enemies = []; var dragonW = 75; // dragon width var dragonH = 70; // dragon height var iSprPos = 0; // initial sprite frame var iSprDir = 0; // initial dragon direction var iEnemyW = 128; // enemy width var iEnemyH = 128; // enemy height var iBallSpeed = 10; // initial ball speed var iEnemySpeed = 2; // initial enemy speed var dragonSound; // dragon sound var wingsSound; // wings sound var explodeSound, explodeSound2; // explode sounds var laughtSound; // wings sound var bMouseDown = false; // mouse down state var iLastMouseX = 0; var iLastMouseY = 0; var iScore = 0; // ------------------------------------------------------------- // objects : function Dragon(x, y, w, h, image) { this.x = x; this.y = y; this.w = w; this.h = h; this.image = image; this.bDrag = false; } function Ball(x, y, w, h, speed, image) { this.x = x; this.y = y; this.w = w; this.h = h; this.speed = speed; this.image = image; } function Enemy(x, y, w, h, speed, image) { this.x = x; this.y = y; this.w = w; this.h = h; this.speed = speed; this.image = image; } // ------------------------------------------------------------- // get random number between X and Y function getRand(x, y) { return Math.floor(Math.random()*y)+x; } // draw functions : function drawScene() { // main drawScene function ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); // clear canvas // draw background iBgShiftX += 4; if (iBgShiftX >= 1045) { iBgShiftX = 0; } ctx.drawImage(backgroundImage, 0 + iBgShiftX, 0, 1000, 940, 0, 0, 1000, 600); // update sprite positions iSprPos++; if (iSprPos >= 9) { iSprPos = 0; } // in case of mouse down - move dragon more close to our mouse if (bMouseDown) { if (iLastMouseX > dragon.x) { dragon.x += 5; } if (iLastMouseY > dragon.y) { dragon.y += 5; } if (iLastMouseX < dragon.x) { dragon.x -= 5; } if (iLastMouseY < dragon.y) { dragon.y -= 5; } } // draw dragon ctx.drawImage(dragon.image, iSprPos*dragon.w, iSprDir*dragon.h, dragon.w, dragon.h, dragon.x - dragon.w/2, dragon.y - dragon.h/2, dragon.w, dragon.h); // draw fireballs if (balls.length > 0) { for (var key in balls) { if (balls[key] != undefined) { ctx.drawImage(balls[key].image, balls[key].x, balls[key].y); balls[key].x += balls[key].speed; if (balls[key].x > canvas.width) { delete balls[key]; } } } } // draw enemies if (enemies.length > 0) { for (var ekey in enemies) { if (enemies[ekey] != undefined) { ctx.drawImage(enemies[ekey].image, enemies[ekey].x, enemies[ekey].y); enemies[ekey].x += enemies[ekey].speed; if (enemies[ekey].x < - iEnemyW) { delete enemies[ekey]; // play laught sound laughtSound.currentTime = 0; laughtSound.play(); } } } } // collision detection if (balls.length > 0) { for (var key in balls) { if (balls[key] != undefined) { if (enemies.length > 0) { for (var ekey in enemies) { if (enemies[ekey] != undefined && balls[key] != undefined) { if (balls[key].x + balls[key].w > enemies[ekey].x && balls[key].y + balls[key].h > enemies[ekey].y && balls[key].y < enemies[ekey].y + enemies[ekey].h) { delete enemies[ekey]; delete balls[key]; iScore++; // play explode sound #2 explodeSound2.currentTime = 0; explodeSound2.play(); } } } } } } } // draw score ctx.font = '16px Verdana'; ctx.fillStyle = '#fff'; ctx.fillText('Score: ' + iScore * 10, 900, 580); ctx.fillText('Plese click "1" to cast fireball', 100, 580); } // ------------------------------------------------------------- // initialization $(function(){ canvas = document.getElementById('scene'); ctx = canvas.getContext('2d'); var width = canvas.width; var height = canvas.height; // load background image backgroundImage = new Image(); backgroundImage.src = 'images/hell.jpg'; backgroundImage.onload = function() { } backgroundImage.onerror = function() { console.log('Error loading the background image.'); } // 'Dragon' music init dragonSound = new Audio('media/dragon.wav'); dragonSound.volume = 0.9; // 'Laught' music init laughtSound = new Audio('media/laught.wav'); laughtSound.volume = 0.9; // 'Explode' music inits explodeSound = new Audio('media/explode1.wav'); explodeSound.volume = 0.9; explodeSound2 = new Audio('media/explosion.wav'); explodeSound2.volume = 0.9; // 'Wings' music init wingsSound = new Audio('media/wings.wav'); wingsSound.volume = 0.9; wingsSound.addEventListener('ended', function() { // loop wings sound this.currentTime = 0; this.play(); }, false); wingsSound.play(); // initialization of empty ball var oBallImage = new Image(); oBallImage.src = 'images/fireball.png'; oBallImage.onload = function() { } // initialization of empty enemy var oEnemyImage = new Image(); oEnemyImage.src = 'images/enemy.png'; oEnemyImage.onload = function() { } // initialization of dragon var oDragonImage = new Image(); oDragonImage.src = 'images/dragon.gif'; oDragonImage.onload = function() { dragon = new Dragon(400, 300, dragonW, dragonH, oDragonImage); } $('#scene').mousedown(function(e) { // binding mousedown event (for dragging) var mouseX = e.layerX || 0; var mouseY = e.layerY || 0; if(e.originalEvent.layerX) { // changes for jquery 1.7 mouseX = e.originalEvent.layerX; mouseY = e.originalEvent.layerY; } bMouseDown = true; if (mouseX > dragon.x- dragon.w/2 && mouseX < dragon.x- dragon.w/2 +dragon.w && mouseY > dragon.y- dragon.h/2 && mouseY < dragon.y-dragon.h/2 +dragon.h) { dragon.bDrag = true; dragon.x = mouseX; dragon.y = mouseY; } }); $('#scene').mousemove(function(e) { // binding mousemove event var mouseX = e.layerX || 0; var mouseY = e.layerY || 0; if(e.originalEvent.layerX) { mouseX = e.originalEvent.layerX; mouseY = e.originalEvent.layerY; } // saving last coordinates iLastMouseX = mouseX; iLastMouseY = mouseY; // perform dragon dragging if (dragon.bDrag) { dragon.x = mouseX; dragon.y = mouseY; } // change direction of dragon (depends on mouse position) if (mouseX > dragon.x && Math.abs(mouseY-dragon.y) < dragon.w/2) { iSprDir = 0; } else if (mouseX < dragon.x && Math.abs(mouseY-dragon.y) < dragon.w/2) { iSprDir = 4; } else if (mouseY > dragon.y && Math.abs(mouseX-dragon.x) < dragon.h/2) { iSprDir = 2; } else if (mouseY < dragon.y && Math.abs(mouseX-dragon.x) < dragon.h/2) { iSprDir = 6; } else if (mouseY < dragon.y && mouseX < dragon.x) { iSprDir = 5; } else if (mouseY < dragon.y && mouseX > dragon.x) { iSprDir = 7; } else if (mouseY > dragon.y && mouseX < dragon.x) { iSprDir = 3; } else if (mouseY > dragon.y && mouseX > dragon.x) { iSprDir = 1; } }); $('#scene').mouseup(function(e) { //綁定鼠標鍵松開事件 dragon.bDrag = false; bMouseDown = false; // play dragon sound dragonSound.currentTime = 0; dragonSound.play(); }); $(window).keydown(function(event){ // 鍵盤事件處理 switch (event.keyCode) { case 49: // '1' key balls.push(new Ball(dragon.x, dragon.y, 32, 32, iBallSpeed, oBallImage)); // 播放爆炸聲音片段1 #1 explodeSound.currentTime = 0; explodeSound.play(); break; } }); setInterval(drawScene, 30); // 循環渲染場景 // generate enemies randomly var enTimer = null; function addEnemy() { clearInterval(enTimer); var randY = getRand(0, canvas.height - iEnemyH); enemies.push(new Enemy(canvas.width, randY, iEnemyW, iEnemyH, - iEnemySpeed, oEnemyImage)); var interval = getRand(5000, 10000); enTimer = setInterval(addEnemy, interval); // 循環渲染場景(添加敵人) } addEnemy(); });
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在一開始,我增加了兩個新的對象:火球和敵人。每個對象都有自己的屬性集(如位置,大小,形象,速度)。之后,我加入我們的drawScene()函數,負責繪制火球和敵人。另外,在這個函數的底部,你可以看到碰撞檢測方法:
// collision detection if (balls.length > 0) { for (var key in balls) { if (balls[key] != undefined) { if (enemies.length > 0) { for (var ekey in enemies) { if (enemies[ekey] != undefined && balls[key] != undefined) { if (balls[key].x + balls[key].w > enemies[ekey].x && balls[key].y + balls[key].h > enemies[ekey].y && balls[key].y < enemies[ekey].y + enemies[ekey].h) { delete enemies[ekey]; delete balls[key]; iScore++; // 播放爆炸聲音片段#2 explodeSound2.currentTime = 0; explodeSound2.play(); } } } } } } }
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最后,我們必須定期添加我們的敵人(隨機):
// 產生隨機敵人 var enTimer = null; function addEnemy() { clearInterval(enTimer); var randY = getRand(0, canvas.height - iEnemyH); enemies.push(new Enemy(canvas.width, randY, iEnemyW, iEnemyH, - iEnemySpeed, oEnemyImage)); var interval = getRand(5000, 10000); enTimer = setInterval(addEnemy, interval); // 循環繪制場景(添加敵人) } addEnemy();
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步驟4:資源文件
游戲制作需要使用如下的游戲資源文件,包括圖片和聲音文件,這些你都可以在下載包中找到。
images/dragon.gif, images/enemy.png, images/fireball.png, images/hell.jpg
media/dragon.wav, media/explode1.wav, media/explosion.wav, media/laught.wav, media/wings.wav
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結論
超級酷,不是嗎?我會很高興看到您的評論和意見。祝你好運!
轉載請注明: HTML5游戲開發者社區 ? html5游戲制作入門系列教程(七)
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