PHP前端开发

利用HTML5 Canvas实现打飞机游戏

百变鹏仔 4个月前 (10-18) #H5教程
文章标签 打飞机

这篇文章主要介绍了利用html5 canvas制作一个简单的打飞机游戏,作者也给出了相关的javascript代码,需要的朋友可以参考下

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:

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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。

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(&#39;2d&#39;);           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);               }           }       }   }

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:

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:

(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(&#39;2d&#39;);               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;               }               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 微软雅黑"            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);

这些绘制方法之类的都相对比较简单。

主要说一下飞机的运动以及对象数量的控制,飞机怎么运动?毫无疑问,通过键盘控制它运动,可能很多人就会想到通过keydown这个方法按下的时候通过判断keyCode来让飞机持续运动。但是有个问题,keydown事件不支持多键按下,也就是说,当你按下X键时,keyCode是88,与此同时你按下方向键后,keyCode会瞬间变成37,也就是说,如果你单纯的想靠keydown来控制飞机运动,飞机就只能做一件事,要么只可以往某个方向移动,要么只会开枪。

所以,我们要通过keydown和keyup来实现飞机的运动,原理很容易理解:当我们按下往左的方向键时,我们给飞机一个往左的状态,也就是让飞机的toLeft属性为true,而在动画循环中,判断飞机的状态,如果toLeft为true则飞机的x值不停地减少,飞机也就会不停地往左移动,然后当我们抬起手指时触发keyup事件,我们就再keyup事件中解除飞机往左的状态。飞机也就停止往左移动了。其他状态也一样的原理,这样写的话,就能够让飞机多种状态于一生了。可以同时开枪同时到处跑了。

实现的代码如下:

//keydown/keyup事件的绑定       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;               }           }       //飞机每一帧的状态更新处理代码   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);               }

就是如此简单。

然后说下对象控制,打飞机游戏,会发射大量子弹,产生大量对象,包括爆炸啊,飞机啊,子弹等,如果不停地进行对象的生成和销毁,会让浏览器的负荷变得很大,运行了一段时间后就会卡出翔了。所以,我们要用可以循环利用的对象来解决这个问题,不进行对象的销毁,对所有对象进行保存,循环利用。

我的做法就是,在游戏初始化的时候,直接生成一定数量的对象,存放在数组里面。当我们需要一个对象的时候,就从里面取,当用完后,再放回数组里面。数组里的所有对象都有一个属性,visible,代表对象当前是否可用。

举个例子,当我的飞机发射一发炮弹,我需要一发炮弹,所以我就到炮弹数组里遍历,如果遍历到的炮弹visible为true,也就说明该对象正在使用着,不能拿来用,所以继续遍历,直到遍历到visible为false的炮弹对象,说明这个对象暂时没人用。然后就可以拿过来重新设置属性,投入使用了。当炮弹击中敌人或者打出画布外的时候,把炮弹的visible设成false,又成了一个没人用的炮弹在数组里存放起来等待下一次调用。

所以,我们要预算算好页面大概要用到多少个对象,然后就预先准备好对象,这样,在游戏进行中,不会有对象进行生成和销毁,对游戏性能方面就有了提升了。

最后再说下音频,游戏里面要用到多个同样的audio才能保证音效的不间断性:

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;                                                   }                                               }

好吧,基本上就这样了。技术或许还不够好,纯碎做个记录,如果代码有不当正处,欢迎指出,共同学习。