标签:des style blog http io ar color os 使用
Languages: HTML5, JavaScript
Code: https://github.com/straker/galaxian-canvas-game/tree/master/part2
上节,我们讲述了背景滚动的实现,本节我们来实现一下玩家飞船的移动和子弹的发射。
首先让我们看一下本次教程的效果,如果界面没有反应,确认您鼠标点击了下面的界面。
控制: 移动 – 上下左右箭头
射击 – 空格键
再次,我们先看html页面代码:
<!DOCTYPE html> <html> <head> <title>Space Shooter Demo</title> <style> canvas { position: absolute; top: 0px; left: 0px; background: transparent; } #background { z-index: -2; } #main { z-index: -1; } #ship { z-index: 0; } </style> </head> <body> <!-- The canvas for the panning background --> <canvas id="background" width="600" height="360"> Your browser does not support canvas. Please try again with a different browser. </canvas> <!-- The canvas for all enemy ships and bullets --> <canvas id="main" width="600" height="360"> </canvas> <!-- The canvas the ship uses (can only move up one forth the screen.) --> <canvas id="ship" width="600" height="360"> </canvas> <script src="space_shooter_part_two.js"></script> </body> </html>
与上一节的html文件相比,一些地方放生了变化,这里我们使用了3个画布(canvas),一个用来画背景,一个用来画飞船,一个用来画子弹和敌机,这样做的好处是我们不用每次都重绘游戏的每一帧。通过css定义了这三个图层的z序。
首先,Drawable对象的init方法需要改变,代码如下:
function Drawable() { this.init = function(x, y, width, height) { // Defualt variables this.x = x; this.y = y; this.width = width; this.height = height; } }
因为我们的图像不再充满整个画布,所以我们补充了width, height 2个属性。
图像仓库对象,也有改动,代码如下:
/** * Define an object to hold all our images for the game so images * are only ever created once. This type of object is known as a * singleton. */ var imageRepository = new function() { // Define images this.background = new Image(); this.spaceship = new Image(); this.bullet = new Image(); // Ensure all images have loaded before starting the game var numImages = 3; var numLoaded = 0; function imageLoaded() { numLoaded++; if (numLoaded === numImages) { window.init(); } } this.background.onload = function() { imageLoaded(); } this.spaceship.onload = function() { imageLoaded(); } this.bullet.onload = function() { imageLoaded(); } // Set images src this.background.src = "imgs/bg.png"; this.spaceship.src = "imgs/ship.png"; this.bullet.src = "imgs/bullet.png"; }
加载三张图片,背景,飞船,子弹。三张图片都加载完成后,调用
window.init();开始游戏。
接下来我们将讨论飞船的移动和子弹的发射。
首先,我们先了解一个新的数据结构,对象池。
对于一些可能需要被频繁创建和销毁的对象,我们可以将其缓存起来,重复使用,以减少系统的开销,提高游戏运行的速度,这里我们的子弹就属于这种对象。
/** * Custom Pool object. Holds Bullet objects to be managed to prevent * garbage collection. */ function Pool(maxSize) { var size = maxSize; // Max bullets allowed in the pool var pool = []; /* * Populates the pool array with Bullet objects */ this.init = function() { for (var i = 0; i < size; i++) { // Initalize the bullet object var bullet = new Bullet(); bullet.init(0,0, imageRepository.bullet.width, imageRepository.bullet.height); pool[i] = bullet; } }; /* * Grabs the last item in the list and initializes it and * pushes it to the front of the array. */ this.get = function(x, y, speed) { if(!pool[size - 1].alive) { pool[size - 1].spawn(x, y, speed); pool.unshift(pool.pop()); } }; /* * Used for the ship to be able to get two bullets at once. If * only the get() function is used twice, the ship is able to * fire and only have 1 bullet spawn instead of 2. */ this.getTwo = function(x1, y1, speed1, x2, y2, speed2) { if(!pool[size - 1].alive && !pool[size - 2].alive) { this.get(x1, y1, speed1); this.get(x2, y2, speed2); } }; /* * Draws any in use Bullets. If a bullet goes off the screen, * clears it and pushes it to the front of the array. */ this.animate = function() { for (var i = 0; i < size; i++) { // Only draw until we find a bullet that is not alive if (pool[i].alive) { if (pool[i].draw()) { pool[i].clear(); pool.push((pool.splice(i,1))[0]); } } else break; } }; }
当对象池被初始化时,建立了一个给定个数的子弹对象数组,每当需要一个新的子弹的时候,对象池查看数组的最后一个元素,看该元素是否当前被占用。如果被占用,说明当前对象池已经满了,无法产生新子弹;如果没被占用,
取出最后一个子弹元素,放到数组的最前面。这样使得对象池中总是后面部分存放着待使用的子弹,而前面存放着正在使用的子弹(屏幕上看到的)。
当对象池animates子弹的时候,判断当前子弹是否还在屏幕中(draw方法返回false),如果draw方法返回true,说明该子弹已经脱离屏幕区域,可以被回收供再利用)。
现在对象池对象已经准备好,我们开始创建子弹对象,如下面代码:
/** * Creates the Bullet object which the ship fires. The bullets are * drawn on the "main" canvas. */ function Bullet() { this.alive = false; // Is true if the bullet is currently in use /* * Sets the bullet values */ this.spawn = function(x, y, speed) { this.x = x; this.y = y; this.speed = speed; this.alive = true; }; /* * Uses a "drity rectangle" to erase the bullet and moves it. * Returns true if the bullet moved off the screen, indicating that * the bullet is ready to be cleared by the pool, otherwise draws * the bullet. */ this.draw = function() { this.context.clearRect(this.x, this.y, this.width, this.height); this.y -= this.speed; if (this.y <= 0 - this.height) { return true; } else { this.context.drawImage(imageRepository.bullet, this.x, this.y); } }; /* * Resets the bullet values */ this.clear = function() { this.x = 0; this.y = 0; this.speed = 0; this.alive = false; }; } Bullet.prototype = new Drawable();
子弹对象初始化状态设置alive为false,子弹对象包含三个方法spawn,draw和clear,仔细看draw方法可以看到if (this.y <= 0 - this.height),代表子弹已经在屏幕中消失,这里返回的true。
在刚才的draw方法中,我们使用了一个被称作脏矩形的技术,我们仅仅清除(clearRect
)子弹前一瞬间的矩形区域,而不是整个屏幕。如果子弹离开了屏幕,draw方法返回true,指示该子弹对象可以被再回收;否则我们重绘它。
脏矩形的使用是我们开始创建3个画布的原因。如果我们只有一个画布,我们不得不在每一帧中,重绘所有的对象,屏幕背景,子弹,飞船。如果我们使用2个画布,背景一个画布,子弹和飞船共用一个,那么子弹每一帧将被重绘,而飞船只有移动的时候才被重绘,如果子弹和飞船发生重叠,子弹的区域的清除将使得飞船不再完整,直到我们移动飞船,这将大大地影响可视效果。所以这里我们采用3个画布。
飞船对象
我们最后要创建的是飞船对象,代码如下:
/** * Create the Ship object that the player controls. The ship is * drawn on the "ship" canvas and uses dirty rectangles to move * around the screen. */ function Ship() { this.speed = 3; this.bulletPool = new Pool(30); this.bulletPool.init(); var fireRate = 15; var counter = 0; this.draw = function() { this.context.drawImage(imageRepository.spaceship, this.x, this.y); }; this.move = function() { counter++; // Determine if the action is move action if (KEY_STATUS.left || KEY_STATUS.right || KEY_STATUS.down || KEY_STATUS.up) { // The ship moved, so erase it‘s current image so it can // be redrawn in it‘s new location this.context.clearRect(this.x, this.y, this.width, this.height); // Update x and y according to the direction to move and // redraw the ship. Change the else if‘s to if statements // to have diagonal movement. if (KEY_STATUS.left) { this.x -= this.speed if (this.x <= 0) // Keep player within the screen this.x = 0; } else if (KEY_STATUS.right) { this.x += this.speed if (this.x >= this.canvasWidth - this.width) this.x = this.canvasWidth - this.width; } else if (KEY_STATUS.up) { this.y -= this.speed if (this.y <= this.canvasHeight/4*3) this.y = this.canvasHeight/4*3; } else if (KEY_STATUS.down) { this.y += this.speed if (this.y >= this.canvasHeight - this.height) this.y = this.canvasHeight - this.height; } // Finish by redrawing the ship this.draw(); } if (KEY_STATUS.space && counter >= fireRate) { this.fire(); counter = 0; } }; /* * Fires two bullets */ this.fire = function() { this.bulletPool.getTwo(this.x+6, this.y, 3, this.x+33, this.y, 3); }; } Ship.prototype = new Drawable();
飞船对象设置自己的移动速度为3, 子弹对象池大小为30,开火帧率为15。
KEY_STATUS对象的代码如下:
// The keycodes that will be mapped when a user presses a button. // Original code by Doug McInnes KEY_CODES = { 32: ‘space‘, 37: ‘left‘, 38: ‘up‘, 39: ‘right‘, 40: ‘down‘, } // Creates the array to hold the KEY_CODES and sets all their values // to false. Checking true/flase is the quickest way to check status // of a key press and which one was pressed when determining // when to move and which direction. KEY_STATUS = {}; for (code in KEY_CODES) { KEY_STATUS[ KEY_CODES[ code ]] = false; } /** * Sets up the document to listen to onkeydown events (fired when * any key on the keyboard is pressed down). When a key is pressed, * it sets the appropriate direction to true to let us know which * key it was. */ document.onkeydown = function(e) { // Firefox and opera use charCode instead of keyCode to // return which key was pressed. var keyCode = (e.keyCode) ? e.keyCode : e.charCode; if (KEY_CODES[keyCode]) { e.preventDefault(); KEY_STATUS[KEY_CODES[keyCode]] = true; } } /** * Sets up the document to listen to ownkeyup events (fired when * any key on the keyboard is released). When a key is released, * it sets teh appropriate direction to false to let us know which * key it was. */ document.onkeyup = function(e) { var keyCode = (e.keyCode) ? e.keyCode : e.charCode; if (KEY_CODES[keyCode]) { e.preventDefault(); KEY_STATUS[KEY_CODES[keyCode]] = false; } }
最后的步骤
最后我们需要更新游戏对象以及动画功能,代码如下:
/** * Creates the Game object which will hold all objects and data for * the game. */ function Game() { /* * Gets canvas information and context and sets up all game * objects. * Returns true if the canvas is supported and false if it * is not. This is to stop the animation script from constantly * running on browsers that do not support the canvas. */ this.init = function() { // Get the canvas elements this.bgCanvas = document.getElementById(‘background‘); this.shipCanvas = document.getElementById(‘ship‘); this.mainCanvas = document.getElementById(‘main‘); // Test to see if canvas is supported. Only need to // check one canvas if (this.bgCanvas.getContext) { this.bgContext = this.bgCanvas.getContext(‘2d‘); this.shipContext = this.shipCanvas.getContext(‘2d‘); this.mainContext = this.mainCanvas.getContext(‘2d‘); // Initialize objects to contain their context and canvas // information Background.prototype.context = this.bgContext; Background.prototype.canvasWidth = this.bgCanvas.width; Background.prototype.canvasHeight = this.bgCanvas.height; Ship.prototype.context = this.shipContext; Ship.prototype.canvasWidth = this.shipCanvas.width; Ship.prototype.canvasHeight = this.shipCanvas.height; Bullet.prototype.context = this.mainContext; Bullet.prototype.canvasWidth = this.mainCanvas.width; Bullet.prototype.canvasHeight = this.mainCanvas.height; // Initialize the background object this.background = new Background(); this.background.init(0,0); // Set draw point to 0,0 // Initialize the ship object this.ship = new Ship(); // Set the ship to start near the bottom middle of the canvas var shipStartX = this.shipCanvas.width/2 - imageRepository.spaceship.width; var shipStartY = this.shipCanvas.height/4*3 + imageRepository.spaceship.height*2; this.ship.init(shipStartX, shipStartY, imageRepository.spaceship.width, imageRepository.spaceship.height); return true; } else { return false; } }; // Start the animation loop this.start = function() { this.ship.draw(); animate(); }; } /** * The animation loop. Calls the requestAnimationFrame shim to * optimize the game loop and draws all game objects. This * function must be a gobal function and cannot be within an * object. */ function animate() { requestAnimFrame( animate ); game.background.draw(); game.ship.move(); game.ship.bulletPool.animate(); }
Step by Step 使用HTML5开发一个星际大战游戏(2)
标签:des style blog http io ar color os 使用
原文地址:http://www.cnblogs.com/ice-river/p/4155490.html