今天,我已經(jīng)準(zhǔn)備了一個新的游戲 – SkyWalker。基本上 – 這是用飛飛行模擬射擊類游戲。我們的目標(biāo)到達(dá)終點線。這個游戲還有其它一些特點,例如使用飛機(jī)運動動畫和爆炸動畫,多按鍵處理(例如同時移動和攻擊),有 一定的水平長度,增強(qiáng)了碰撞檢測(現(xiàn)在的敵人可能會損壞我們的飛機(jī)) ,生命值和分?jǐn)?shù)等游戲參數(shù)。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(七) 。我們將基于之前的程序和代碼進(jìn)行開發(fā)。
?
這里有我們的演示和下載包:
?
好吧,下載所需文件,讓我們開始編碼!
?
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" /> <meta name="author" content="Script Tutorials" /> <title>html5游戲制作入門系列教程(八)</title> <!-- add styles --> <link href="css/main.css" rel="stylesheet" type="text/css" /> <!-- add scripts --> <!--[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> <h2>html5游戲制作入門系列教程(八) (<a >返回原文</a>)</h2> </header> <div class="container"> <canvas id="scene" width="700" height="700" tabindex="1"></canvas> </div> </body> </html>
?
步驟2:JS
// inner variables var canvas, ctx; // images var backgroundImage; var oRocketImage; var oExplosionImage; var introImage; var oEnemyImage; var iBgShiftY = 9300; //10000 (level length) - 700 (canvas height) var bPause = true; // game pause var plane = null; // plane object var rockets = []; // array of rockets var enemies = []; // array of enemies var explosions = []; // array of explosions var planeW = 200; // plane width var planeH = 110; // plane height var iSprPos = 2; // initial sprite frame for plane var iMoveDir = 0; // move direction var iEnemyW = 128; // enemy width var iEnemyH = 128; // enemy height var iRocketSpeed = 10; // initial rocket speed var iEnemySpeed = 5; // initial enemy speed var pressedKeys = []; // array of pressed keys var iScore = 0; // total score var iLife = 100; // total life of plane var iDamage = 10; // damage per enemy plane var enTimer = null; // random timer for a new enemy // ------------------------------------------------------------- // objects : function Plane(x, y, w, h, image) { this.x = x; this.y = y; this.w = w; this.h = h; this.image = image; this.bDrag = false; } function Rocket(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; } function Explosion(x, y, w, h, sprite, image) { this.x = x; this.y = y; this.w = w; this.h = h; this.sprite = sprite; this.image = image; } // ------------------------------------------------------------- // get random number between X and Y function getRand(x, y) { return Math.floor(Math.random()*y)+x; } // Display Intro function function displayIntro() { ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); ctx.drawImage(introImage, 0, 0,700, 700); } // Draw Main scene function function drawScene() { if (! bPause) { iBgShiftY -= 2; // move main ground if (iBgShiftY < 5) { // Finish position bPause = true; // draw score ctx.font = '40px Verdana'; ctx.fillStyle = '#fff'; ctx.fillText('Finish, your score: ' + iScore * 10 + ' points', 50, 200); return; } // process pressed keys (movement of plane) processPressedKeys(); // clear canvas ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); // draw background ctx.drawImage(backgroundImage, 0, 0 + iBgShiftY, 700, 700, 0, 0, 700, 700); // draw plane ctx.drawImage(plane.image, iSprPos*plane.w, 0, plane.w, plane.h, plane.x - plane.w/2, plane.y - plane.h/2, plane.w, plane.h); // draw rockets if (rockets.length > 0) { for (var key in rockets) { if (rockets[key] != undefined) { ctx.drawImage(rockets[key].image, rockets[key].x, rockets[key].y); rockets[key].y -= rockets[key].speed; // if a rocket is out of screen - remove it if (rockets[key].y < 0) { delete rockets[key]; } } } } // draw explosions if (explosions.length > 0) { for (var key in explosions) { if (explosions[key] != undefined) { // display explosion sprites ctx.drawImage(explosions[key].image, explosions[key].sprite*explosions[key].w, 0, explosions[key].w, explosions[key].h, explosions[key].x - explosions[key].w/2, explosions[key].y - explosions[key].h/2, explosions[key].w, explosions[key].h); explosions[key].sprite++; // remove an explosion object when it expires if (explosions[key].sprite > 10) { delete explosions[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].y -= enemies[ekey].speed; // remove an enemy object if it is out of screen if (enemies[ekey].y > canvas.height) { delete enemies[ekey]; } } } } if (enemies.length > 0) { for (var ekey in enemies) { if (enemies[ekey] != undefined) { // collisions with rockets if (rockets.length > 0) { for (var key in rockets) { if (rockets[key] != undefined) { if (rockets[key].y < enemies[ekey].y + enemies[ekey].h/2 && rockets[key].x > enemies[ekey].x && rockets[key].x + rockets[key].w < enemies[ekey].x + enemies[ekey].w) { explosions.push(new Explosion(enemies[ekey].x + enemies[ekey].w / 2, enemies[ekey].y + enemies[ekey].h / 2, 120, 120, 0, oExplosionImage)); // delete enemy, rocket, and add +1 to score delete enemies[ekey]; delete rockets[key]; iScore++; } } } } // collisions with plane if (enemies[ekey] != undefined) { if (plane.y - plane.h/2 < enemies[ekey].y + enemies[ekey].h/2 && plane.x - plane.w/2 < enemies[ekey].x + enemies[ekey].w && plane.x + plane.w/2 > enemies[ekey].x) { explosions.push(new Explosion(enemies[ekey].x + enemies[ekey].w / 2, enemies[ekey].y + enemies[ekey].h / 2, 120, 120, 0, oExplosionImage)); // delete enemy and make damage delete enemies[ekey]; iLife -= iDamage; if (iLife <= 0) { // Game over bPause = true; // draw score ctx.font = '38px Verdana'; ctx.fillStyle = '#fff'; ctx.fillText('Game over, your score: ' + iScore * 10 + ' points', 25, 200); return; } } } } } } // display life and score ctx.font = '14px Verdana'; ctx.fillStyle = '#fff'; ctx.fillText('Life: ' + iLife + ' / 100', 50, 660); ctx.fillText('Score: ' + iScore * 10, 50, 680); } } // Process Pressed Keys function function processPressedKeys() { if (pressedKeys[37] != undefined) { // 'Left' key if (iSprPos > 0) { iSprPos--; iMoveDir = -7; } if (plane.x - plane.w / 2 > 10) { plane.x += iMoveDir; } } else if (pressedKeys[39] != undefined) { // 'Right' key if (iSprPos < 4) { iSprPos++; iMoveDir = 7; } if (plane.x + plane.w / 2 < canvas.width - 10) { plane.x += iMoveDir; } } } // Add Enemy function (adds a new enemy randomly) function addEnemy() { clearInterval(enTimer); var randX = getRand(0, canvas.height - iEnemyH); enemies.push(new Enemy(randX, 0, iEnemyW, iEnemyH, - iEnemySpeed, oEnemyImage)); var interval = getRand(1000, 4000); enTimer = setInterval(addEnemy, interval); // loop } // Main Initialization $(function(){ canvas = document.getElementById('scene'); ctx = canvas.getContext('2d'); // load background image backgroundImage = new Image(); backgroundImage.src = 'images/levelmap.jpg'; backgroundImage.onload = function() { } backgroundImage.onerror = function() { console.log('Error loading the background image.'); } introImage = new Image(); introImage.src = 'images/intro.jpg'; // initialization of empty rocket oRocketImage = new Image(); oRocketImage.src = 'images/rocket.png'; oRocketImage.onload = function() { } // initialization of explosion image oExplosionImage = new Image(); oExplosionImage.src = 'images/explosion.png'; oExplosionImage.onload = function() { } // initialization of empty enemy oEnemyImage = new Image(); oEnemyImage.src = 'images/enemy.png'; oEnemyImage.onload = function() { } // initialization of plane var oPlaneImage = new Image(); oPlaneImage.src = 'images/plane.png'; oPlaneImage.onload = function() { plane = new Plane(canvas.width / 2, canvas.height - 100, planeW, planeH, oPlaneImage); } $(window).keydown(function (evt){ // onkeydown event handle var pk = pressedKeys[evt.keyCode]; if (! pk) { pressedKeys[evt.keyCode] = 1; // add all pressed keys into array } if (bPause && evt.keyCode == 13) { // in case of Enter button bPause = false; // start main animation setInterval(drawScene, 30); // loop drawScene // and add first enemy addEnemy(); } }); $(window).keyup(function (evt) { // onkeyup event handle var pk = pressedKeys[evt.keyCode]; if (pk) { delete pressedKeys[evt.keyCode]; // remove pressed key from array } if (evt.keyCode == 65) { // 'A' button - add a rocket rockets.push(new Rocket(plane.x - 16, plane.y - plane.h, 32, 32, iRocketSpeed, oRocketImage)); } if (evt.keyCode == 37 || evt.keyCode == 39) { // revert plane sprite to default position if (iSprPos > 2) { for (var i = iSprPos; i >= 2; i--) { iSprPos = i; iMoveDir = 0; } } else { for (var i = iSprPos; i <= 2; i++) { iSprPos = i; iMoveDir = 0; } } } }); // when intro is ready - display it introImage.onload = function() { displayIntro(); // Display intro once } });
?在主初始化函數(shù)里,加載所有要用到的圖像(地圖,介紹對話框,火箭,爆炸精靈,敵人和飛行器精靈)。接著,為了處理多個按鍵,我們必須使用一個數(shù)組 (pressedKeys)來存儲所有按下的鍵(然后,在主場景的渲染,我們將使用該數(shù)組來操縱我們的飛機(jī))。想要知道如何處理多個按鍵,看看這段代碼:
var pressedKeys = []; // array of pressed keys $(window).keydown(function (evt){ // onkeydown event handle var pk = pressedKeys[evt.keyCode]; if (! pk) { pressedKeys[evt.keyCode] = 1; // add all pressed keys into array } }); $(window).keyup(function (evt) { // onkeyup event handle var pk = pressedKeys[evt.keyCode]; if (pk) { delete pressedKeys[evt.keyCode]; // remove pressed key from array } });
?
這項技術(shù)使我們能夠輕松處理多個按鍵響應(yīng)。那么,在主場景的渲染過程中,我們進(jìn)行背景,主平面,火箭(我們的飛機(jī)),敵人和爆炸動畫等對象的繪制。 一旦打中敵人, 觸發(fā)繪制敵人爆炸的精靈動畫。最后,只要敵人接觸到我們的飛機(jī) – 他們發(fā)生爆炸的同時也會損壞我們的飛機(jī)。而且,如果我們的生命值為零甚至更低,則游戲結(jié)束。為了實現(xiàn)碰撞和爆炸,我用下面的代碼:
if (plane.y - plane.h/2 < enemies[ekey].y + enemies[ekey].h/2 && plane.x - plane.w/2 < enemies[ekey].x + enemies[ekey].w && plane.x + plane.w/2 > enemies[ekey].x) { explosions.push(new Explosion(enemies[ekey].x + enemies[ekey].w / 2, enemies[ekey].y + enemies[ekey].h / 2, 120, 120, 0, oExplosionImage)); // delete enemy and make damage delete enemies[ekey]; iLife -= iDamage; if (iLife <= 0) { // Game over bPause = true; // draw score ctx.font = '38px Verdana'; ctx.fillStyle = '#fff'; ctx.fillText('Game over, your score: ' + iScore * 10 + ' points', 25, 200); return; } }
?
步驟3: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。
enemy.png, explosion.png, intro.jpg, levelmap.jpg, plane.png, rocket.png
?
結(jié)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(zhuǎn)載請注明: HTML5游戲開發(fā)者社區(qū) ? html5游戲制作入門系列教程(八)
更多文章、技術(shù)交流、商務(wù)合作、聯(lián)系博主
微信掃碼或搜索:z360901061

微信掃一掃加我為好友
QQ號聯(lián)系: 360901061
您的支持是博主寫作最大的動力,如果您喜歡我的文章,感覺我的文章對您有幫助,請用微信掃描下面二維碼支持博主2元、5元、10元、20元等您想捐的金額吧,狠狠點擊下面給點支持吧,站長非常感激您!手機(jī)微信長按不能支付解決辦法:請將微信支付二維碼保存到相冊,切換到微信,然后點擊微信右上角掃一掃功能,選擇支付二維碼完成支付。
【本文對您有幫助就好】元
