HTML5游戏开发系列教程10(译)

原文地址:http://www.script-tutorials.com/html5-game-development-lesson-10/

 最后我们将继续使用canvas来进行HTML5游戏开发系列的文章。今天我准备了一个新游戏--SkyWalker。这游戏基本上算是一个射击模拟类型的游戏(有飞机和敌人)。我们的目标是到达终点线。该游戏有几个关键的特征:使用了精灵来处理飞机和爆炸,可以按下多个按键(比如你可以移动飞机的同时发射子弹),a certain level length,增强的碰撞检测(敌人可以撞击飞机),飞机的生命值和获得的分数。

之前的翻译文章可以点击这里:http://www.cnblogs.com/pigzhu/p/3281537.html

第一步:HTML

 和往常一样,我们有个基本的html文件:

 1 <!DOCTYPE html>
 2 <html lang="en" >
 3     <head>
 4         <meta charset="utf-8" />
 5         <title>HTML5 Game Development - Lesson 10 (SkyWalker) | Script Tutorials</title>
 6         <link href="css/main.css" rel="stylesheet" type="text/css" />
 7 
 8         <script src="js/jquery-2.0.0.min.js"></script>
 9         <script src="js/script.js"></script>
10     </head>
11     <body>
12         <header tabindex="0">
13             <h2>HTML5 Game Development - Lesson 10</h2>
14             <a  href="http://www.script-tutorials.com/html5-game-development-lesson-10/" class="stuts">Back to original tutorial on <span>Script Tutorials</span></a>
15         </header>
16 
17         <div class="container">
18             <canvas id="scene" width="700" height="700" tabindex="1"></canvas>
19         </div>
20     </body>
21 </html>
View Code

第二步:JS

现在,请在文件夹js中创建一个空文件:“script.js”,并把下面的这些代码粘贴到里面去。我将解释主要的功能。

  1 //内部变量
  2 var canvas, ctx;
  3 
  4 //各种图片
  5 var backgroundImage;
  6 var oRocketImage;
  7 var oExplosionImage;
  8 var introImage;
  9 var oEnemyImage;
 10 
 11 var iBgShiftY = 9300;
 12 var bPause = true;   //游戏是否暂停
 13 var plane = null;    //飞机
 14 var rockets = [];    //子弹对象的数组
 15 var enemies = [];   //敌人对象的数组
 16 var explosions = [];   //爆炸对象的数组
 17 var planeW = 200;  //飞机的宽度
 18 var planeH = 110;  //飞机的高度
 19 var iSprPos = 2;   //飞机初始帧的位置
 20 var iMoveDir = 0;   //移动的方向
 21 var iEnemyW = 128;  //敌人的宽度
 22 var iEnemyH = 128;   //敌人的高度
 23 var iRocketSpeed =10;   //子弹的速度
 24 var iEnemySpeed = 5;   //敌人的速度
 25 var pressedKeys = [];  //按键的序列
 26 var iScore = 0;       //总得分
 27 var iLife = 100;      //生命值
 28 var iDamage = 10;     //每次敌人碰到飞机的损耗值
 29 var enTimer = null;   //产生敌人的定时器
 30 
 31 function Plane(x, y, w, h, image) {
 32     this.x = x;
 33     this.y = y;
 34     this.w = w;
 35     this.h = h;
 36     this.image = image;
 37     this.bDrag = false;
 38 }
 39 
 40 function Rocket(x, y, w, h, speed, image) {
 41     this.x = x;
 42     this.y = y;
 43     this.w = w;
 44     this.h = h;
 45     this.speed = speed;
 46     this.image = image;
 47 }
 48 
 49 function Enemy(x, y, w, h, speed, image) {
 50     this.x = x;
 51     this.y = y;
 52     this.w = w;
 53     this.h = h;
 54     this.speed = speed;
 55     this.image = image;
 56 }
 57 
 58 function Explosion(x, y, w, h, sprite, image) {
 59     this.x = x;
 60     this.y = y;
 61     this.w = w;
 62     this.h = h;
 63     this.sprite = sprite;
 64     this.image = image;
 65 }
 66 
 67 //得到位于x和y之间的随机数
 68 function getRand(x, y) {
 69     return Math.floor(Math.random() * y) + x;
 70 }
 71 
 72 //显示游戏介绍界面
 73 function displayIntro() {
 74     ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
 75     ctx.drawImage(introImage, 0, 0, 700, 700);
 76 }
 77 
 78 //绘制主要的场景
 79 function drawScene() {
 80     if (! bPause) {
 81         iBgShiftY -= 2;  //主背景向下移动
 82         if (iBgShiftY < 5) {
 83             bPause = true;
 84 
 85             //绘制分数
 86             ctx.font = '40px Verdana';
 87             ctx.fillStyle = '#fff';
 88             ctx.fillText('Finish, your score: ' + iSore * 10 + ' points', 50, 200);
 89             return;
 90         }
 91 
 92         //处理按下的建
 93         processPressedKeys();
 94 
 95         //清除整个画布
 96         ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
 97 
 98         //通过剪切图片绘制背景
 99         ctx.drawImage(backgroundImage, 0, 0 + iBgShiftY, 700, 700, 0, 0, 700, 700);
100 
101         //绘制飞机
102         ctx.drawImage(plane.image, iSprPos * plane.w, 0, plane.w, plane.h, 
103             plane.x - plane.w / 2, plane.y - plane.h / 2, plane.w, plane.h);
104 
105         //绘制子弹
106         if (rockets.length > 0) {
107             for (var key in rockets) {
108                 if (rockets[key] != undefined) {
109                     ctx.drawImage(rockets[key].image, rockets[key].x, rockets[key].y);
110                     rockets[key].y -= rockets[key].speed;
111 
112                     if (rockets[key].y < 0) {  //如果子弹飞出界面,删除掉
113                         delete rockets[key];
114                     }
115                 }
116             }
117         }
118 
119         //绘制爆炸
120         if (explosions.length > 0) {
121             for (var key in explosions) {
122                 ctx.drawImage(explosions[key].image, explosions[key].sprite * explosions[key].w, 0, explosions[key].w, explosions[key].h, 
123                     explosions[key].x - explosions[key].w / 2, explosions[key].y - explosions[key].h / 2, 
124                     explosions[key].w, explosions[key].h);
125                 explosions[key].sprite++;
126 
127                 if (explosions[key].sprite > 10) {  //如果爆炸播放完,则删除掉
128                     delete explosions[key];
129                 }
130             }
131         }
132 
133         //绘制敌人
134         if (enemies.length > 0) {
135             for (var ekey in enemies) {
136                 if (enemies[ekey] != undefined) {
137                     ctx.drawImage(enemies[ekey].image, enemies[ekey].x, enemies[ekey].y);
138                     enemies[ekey].y -= enemies[ekey].speed;
139                 }
140 
141                 if (enemies[ekey].y > canvas.height) { //如果敌人飞出界面,则删除掉
142                     delete enemies;
143                 }
144             }
145         }
146 
147         //处理各种碰撞
148         if (enemies.length > 0) {
149             for (var ekey in enemies) {
150                 if (enemies[ekey] != undefined) {
151 
152                     //子弹打中敌人
153                     if (rockets.length > 0) {
154                         for (var key in rockets) {
155                             if (rockets[key] != undefined && enemies[ekey] != undefined) {
156                                 if (rockets[key].y < enemies[ekey].y + enemies[ekey].h / 2 
157                                     && rockets[key].x > enemies[ekey].x 
158                                     && rockets[key].x + rockets[key].w < enemies[ekey].x + enemies[ekey].w) {
159                                     explosions.push(new Explosion(enemies[ekey].x + enemies[ekey].w / 2, enemies[ekey].y + enemies[ekey].h / 2,
160                                         120, 120, 0, oExplosionImage));
161 
162                                 delete enemies[ekey];
163                                 delete rockets[key];
164                                 iScore++;
165                                 }
166                             }
167                         }
168                     }
169 
170                     //敌人打中飞机
171                     if (enemies[ekey] != undefined) {
172                         if (plane.y - plane.h / 2 < enemies[ekey].y + enemies[ekey].h / 2 
173                             && plane.x - plane.w / 2 < enemies[ekey].x + enemies[ekey].w
174                             && plane.x + plane.w / 2 > enemies[ekey].x) {
175                             explosions.push(new Explosion(enemies[ekey].x + enemies[ekey].w / 2, enemies[ekey].y + enemies[ekey].h / 2, 
176                                 120, 120, 0, oExplosionImage));
177 
178                             delete enemies[ekey];
179                             iLife -= iDamage;
180 
181                             if (iLife <= 0) {  //游戏结束
182                                 bPause = true;
183 
184                                 ctx.font = '38px Verdana';
185                                 ctx.fillStyle = '#fff';
186                                 ctx.fillText('Game voer, your socre: ' + iScore * 10 + ' points', 25, 200);
187                                 return;
188                             }
189                         }
190                     }
191 
192                 }
193             }
194         }
195 
196         //即时显示分数和生命值
197         ctx.font = '14px Verdana';
198         ctx.fillStyle = '#fff';
199         ctx.fillText('life: ' + iLife + ' / 100', 50, 660);
200         ctx.fillText('Score: ' + iScore * 10, 50, 680);
201     }
202 }
203 
204 //处理各种按键事件
205 function processPressedKeys() {
206     if (pressedKeys[37] != undefined) {
207         if (iSprPos > 0) {
208             iSprPos--;
209             iMoveDir = -7;
210         }
211         if (plane.x - plane.w / 2 > 10) {
212             plane.x += iMoveDir;
213         }
214     } else if (pressedKeys[39] != undefined) {
215         if (iSprPos < 4) {
216             iSprPos++;
217             iMoveDir = 7;
218         }
219         if (plane.x + plane.w / 2 < canvas.width - 10) {
220             plane.x += iMoveDir;
221         }
222     }
223 }
224 
225 //不定时间的增加敌人
226 function addEnemy() {
227     clearInterval(enTimer);
228     var randX = getRand(0, canvas.height - iEnemyH);
229     enemies.push(new Enemy(randX, 0, iEnemyW, iEnemyH, -iEnemySpeed, oEnemyImage));
230 
231     var interval = getRand(1000, 4000);
232     enTimer = setInterval(addEnemy, interval);
233 }
234 
235 // 主初始化
236 $(function() {
237     canvas = document.getElementById('scene');
238     ctx = canvas.getContext('2d');
239 
240     //加载背景图片
241     backgroundImage = new Image();
242     backgroundImage.src = 'images/levelmap.jpg';
243     backgroundImage.onload = function() {}
244     backgroundImage.onerror = function() {
245         console.log('Error loading the background image.');
246     }
247 
248     //初始化介绍图片
249     introImage = new Image();
250     introImage.src = 'images/intro.jpg';
251 
252     oRocketImage = new Image();
253     oRocketImage.src = 'images/rocket.png';
254     oRocketImage.onload = function(){}
255 
256     oExplosionImage = new Image();
257     oExplosionImage.src = 'images/explosion.png';
258     oExplosionImage.onload = function() {}
259 
260     oEnemyImage = new Image();
261     oEnemyImage.src = 'images/enemy.png';
262     oEnemyImage.onload = function() {}
263 
264     var oPlaneImage = new Image();
265     oPlaneImage.src = 'images/plane.png';
266     oPlaneImage.onload = function() {
267         plane = new Plane(canvas.width / 2, canvas.height - 100, planeW, planeH, oPlaneImage);
268     }    
269 
270     $(window).keydown(function(evt) {  //按下事件处理
271         var pk = pressedKeys[evt.keyCode];
272         if (!pk) {
273             pressedKeys[evt.keyCode] = 1;
274         }
275 
276         if (bPause && evt.keyCode == 13) {  //enter键 开始游戏
277             bPause = false;
278             setInterval(drawScene , 30);
279             addEnemy();
280         }
281     });
282 
283     $(window).keyup(function(evt) {  //键释放事件处理
284         var pk = pressedKeys[evt.keyCode];
285         if (pk) {
286             delete pressedKeys[evt.keyCode];
287         }
288         if (evt.keyCode == 65) {   //'A'键发射子弹
289            rockets.push(new Rocket(plane.x - 16, plane.y - plane.h, 32, 32, iRocketSpeed, oRocketImage));
290         }
291         if (evt.keyCode ==37 || evt.keyCode == 39) {  
292             //左右移动   37 左  39 右  但移动完之后,飞机恢复正常状态
293             if (iSprPos > 2) {
294                 for (var i = iSprPos; i >= 2; i--) {
295                     iSprPos = i;
296                     iMoveDir = 0;
297                 } 
298             } else {
299                 for (var i = iSprPos; i <= 2; i++) {
300                     iSprPos = i;
301                     iMoveDir = 0;
302                 }
303             }
304         }
305     });
306 
307     introImage.onload = function() {
308         displayIntro();
309     }
310 });

在主初始化代码中,加载了所有必需的图片资源(level map, 介绍图片,子弹,爆炸,敌人和飞机)。然后,我们使用了数组来处理多个按键事件(在我们渲染主场景的时候,将会使用这个数组来操作我们的飞机),最后,介绍页被加载--显示界面图片。下面是一个重要的代码片段--怎样处理多个按键,请看下面代码:

 1 var pressedKeys = []; //按键的序列
 2 
 3 $(window).keydown(function (evt){ //鼠标按下事件处理
 4     var pk = pressedKeys[evt.keyCode];
 5     if (! pk) {
 6         pressedKeys[evt.keyCode] = 1; // 把按下的键添加的按键序列中
 7     }
 8 });
 9 
10 $(window).keyup(function (evt) { // 鼠标释放事件处理
11     var pk = pressedKeys[evt.keyCode];
12     if (pk) {
13         delete pressedKeys[evt.keyCode]; // 从按键序列中删除
14     }
15 });

这个技术允许我们操作多个按键,在渲染我们主场景时,我们绘制的对象有:背景,飞机,子弹,敌人和爆炸。一旦我们击中敌人,将会在敌人的位置处绘制出爆炸。最后我们的对手是有攻击力的,当他们碰到飞机时,他们会爆炸,同时对飞机造成损伤。如果我们飞机的生命值小于0,则游戏结束。为了实现碰撞和爆炸,我使用了下面的代码:

 1 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) {
 2     explosions.push(new Explosion(enemies[ekey].x + enemies[ekey].w / 2, enemies[ekey].y + enemies[ekey].h / 2, 120, 120, 0, oExplosionImage));
 3 
 4     // 删除敌人,并计算损伤
 5     delete enemies[ekey];
 6     iLife -= iDamage;
 7 
 8     if (iLife <= 0) { // 游戏结束
 9         bPause = true;
10 
11         // 绘制分数
12         ctx.font = '38px Verdana';
13         ctx.fillStyle = '#fff';
14         ctx.fillText('Game over, your score: ' + iScore * 10 + ' points', 25, 200);
15         return;
16     }
17 }

第三步:Custom graphics

enemy.png, explosion.png, intro.jpg, levelmap.jpg, plane.png, rocket.png

上面所有的图片都在源码包里。

结论

你喜欢我们的新SkyWalker游戏吗? 我非常乐意看见你的谢意和评论。好运!

posted @ 2013-09-09 21:43  bells  阅读(586)  评论(0编辑  收藏  举报