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游戏源地址:http://static.egret-labs.org/h5game/62/v20/index.html
class GameMainView extends BaseUI { private background:Background; constructor() { super(); } public initUI():void { this.background = new Background(); this.background.setData("fight1Bg"); this.addChild(this.background); } public startGame():void { egret.Ticker.getInstance().register(this.gameLoop, this); } private gameLoop(_advancedTime):void { var second = _advancedTime / 1000; var movePerFrame = second * this.loopSpeed; this.background.run(movePerFrame); } }
在startGame方法里在时间轴里建立游戏循环,每帧都会调用gameLoop方法。
egret.Ticker.getInstance().register(this.gameLoop, this);这样使得gameLoop方法每帧执行。
游戏背景会根据每帧的时间以一定速度往下运动。我们可以看到里面引用了一个Background对象,这就是游戏的背景图运动的对象。
再看一下Background.ts
class Background extends GameObject { private bmp1:egret.Bitmap; private bmp2:egret.Bitmap; private bgHeight:number; constructor() { super(); this.bmp1 = new egret.Bitmap(); this.addChild(this.bmp1); this.bmp2 = new egret.Bitmap(); this.addChild(this.bmp2); } /** * 初始化数据 * @param name */ public setData(name:string):void { var texture = RES.getRes(name); this.bmp1.texture = texture; this.bmp2.texture = texture; this.bgHeight = this.bmp1.height; this.bmp1.y = 0; this.bmp2.y = -this.bgHeight; } /** * 每帧执行 */ public run(_moveNum):void { if(this.bmp1.y > this.bgHeight) { this.bmp1.y = this.bmp2.y - this.bgHeight; } if(this.bmp2.y > this.bgHeight) { this.bmp2.y = this.bmp1.y - this.bgHeight; } this.bmp1.y += _moveNum; this.bmp2.y += _moveNum; } }
今天先到这里。
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原文地址:http://www.cnblogs.com/guessWhat/p/4300435.html