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如何制作一款HTML5 RPG游戏引擎——第三篇,利用幕布切换场景

 
阅读更多

开言:

在RPG游戏中,如果有地图切换的地方,通常就会使用幕布效果。所谓的幕布其实就是将两个矩形合拢,直到把屏幕遮住,然后再展开直到两个矩形全部移出屏幕。

为了大家做游戏方便,于是我给这个引擎加了这么一个类。

本系列文章目录:

如何制作一款HTML5 RPG游戏引擎——第一篇,地图类的实现

http://blog.csdn.net/yorhomwang/article/details/8892305

如何制作一款HTML5 RPG游戏引擎——第二篇,烟雨+飞雪效果

http://blog.csdn.net/yorhomwang/article/details/8915020


该引擎是基于lufylegend开发的,学习时请先了解lufylegend。

官方网站地址:http://lufylegend.com/lufylegend

API地址:http://lufylegend.com/lufylegend/api


今天我们先看实现后的代码:

var curtain = new LCurtainSample3();
addChild(curtain);

就两行,已经达到最简单了。那么接下来就来看看是如何实现它的。

由于有很多种幕布效果,因此我只为大家实现常用的3种作为sample,大家可以借鉴一下,写出更美观的幕布。

1,LCurtainSample1

这个是一个基础幕布,效果是左右合拢。

看看构造器中的代码:

function LCurtainSample1(speed,onClosing,onComplete){
	var s = this;
	base(s,LSprite,[]);
	if(!speed)speed = LStage.width/100;
	if(!onClosing){
		s.onClosing = function(){};
	}else{
		s.onClosing = onClosing;
	}	
	if(!onComplete){
		s.onComplete = function(){};
	}else{
		s.onComplete = onComplete;
	}
	s.mode = "close";
	s.width1 = 0;
	s.width2 = 0;
	s.isDoClosing = false;
	s.speed = speed;
	s.addEventListener(LEvent.ENTER_FRAME,s.onshow);
}
这个类是继承自LSprite类,有三个参数,分别是:幕布合拢/展开的速度,幕布合拢后调用此函数,幕布展开后调用此函数。

mode 属性顾名思义,它是用来表示接下来的工作的。当为close时说明要合拢。
我们在其中定义两个属性:width1,width2,它们分别表示两块幕布显示的宽度,通过调节宽度来实现合拢。另外定义了isDoClosing来判断是否已经合拢。用speed来保存幕布移动速度,方便以后使用。

然后我们给自身加一个时间轴事件,在时间轴事件中调用onshow方法绘画幕布。

onshow中的完整代码:

LCurtainSample1.prototype.onshow = function(s){
	s.graphics.clear();
	s.graphics.drawRect(1,"black",[0,0,s.width1,LStage.height],true,"black");
	s.graphics.drawRect(1,"black",[LStage.width-s.width2,0,s.width2,LStage.height],true,"black");
	if(s.width1 >= LStage.width/2){
		s.mode = "open";
		if(s.isDoClosing == false){
			s.onClosing();
			s.isDoClosing = true;
		}
	}
	if(s.mode == "close"){
		s.width1 += s.speed;
		s.width2 += s.speed;
	}else if(s.mode == "open"){
		s.width1 -= s.speed;
		s.width2 -= s.speed;
		if(s.width1 < 0){
			s.mode = "stop";
		}
	}else if(s.mode == "stop"){
		s.graphics.clear();
		s.removeEventListener(LEvent.ENTER_FRAME,s.onshow);
		s.onComplete();
	}
}
首先我们将我们的绘图区清空,然后画一个高为画布的高度,宽为width1的矩型。由于它是从x坐标为0,y坐标为0的地方画起,所以不需要任何处理。

接着用同样的办法画出高为画布的高度,宽为width2的矩形。但是由于是在屏幕最右边开始画,所以我们就得计算出它的x坐标,然后再来画。计算方法很简单,就是用屏幕宽度减去width2的长度就可以得到画笔起始的x坐标。

接着我们判断第一块幕布是否已经到达中点,如果是,就将mode设为"open",表示接下来要open,判断isDoClosing是否为false,是则设为true,并且调用合拢时调用的函数。

接下来我们为了使幕布增长或缩短,我用到了判断mode的值的方法来实现。当为close时,就将宽度变大,当为open时就变小。如果移动完毕就将mode设置为stop,然后接着判断如果为stop就清屏,然后移除时间轴事件,达到停止的效果。效果如下:


虽然单独看有点丑,但是如果放在游戏中还是很不错的

2,LCurtainSample2

LCurtainSample2和LCurtainSample1差不多,只是一个是横着的,一个竖着的。

直接上代码:

/**
*LCurtainSample2.js
*/
function LCurtainSample2(speed,onClosing,onComplete){
	var s = this;
	base(s,LSprite,[]);
	if(!speed)speed = LStage.height/100;
	if(!onClosing){
		s.onClosing = function(){};
	}else{
		s.onClosing = onClosing;
	}	
	if(!onComplete){
		s.onComplete = function(){};
	}else{
		s.onComplete = onComplete;
	}
	s.mode = "close";
	s.height1 = 0;
	s.height2 = 0;
	s.isDoClosing = false;
	s.speed = speed;
	s.addEventListener(LEvent.ENTER_FRAME,s.onshow);
}
LCurtainSample2.prototype.onshow = function(s){
	s.graphics.clear();
	s.graphics.drawRect(1,"black",[0,0,LStage.width,s.height1],true,"black");
	s.graphics.drawRect(1,"black",[0,LStage.height-s.height2,LStage.width,s.height2],true,"black");
	if(s.height1 >= LStage.height/2){
		s.mode = "open";
		if(s.isDoClosing == false){
			s.onClosing();
			s.isDoClosing = true;
		}
	}
	if(s.mode == "close"){
		s.height1 += s.speed;
		s.height2 += s.speed;
	}else if(s.mode == "open"){
		s.height1 -= s.speed;
		s.height2 -= s.speed;
		if(s.height1 < 0){
			s.mode = "stop";
		}
	}else if(s.mode == "stop"){
		s.graphics.clear();
		s.removeEventListener(LEvent.ENTER_FRAME,s.onshow);
		s.onComplete();
	}
}

效果如下:


3,LCurtainSample3

LCurtainSample3是LCurtainSample1和LCurtainSample2的结合体,效果就是一起合拢展开。实现方法差不多,大家可以看看:

/**
*LCurtainSample3.js
*/
function LCurtainSample3(speed,onClosing,onComplete){
	var s = this;
	base(s,LSprite,[]);
	if(!speed)speed = LStage.width/100;
	if(!onClosing){
		s.onClosing = function(){};
	}else{
		s.onClosing = onClosing;
	}	
	if(!onComplete){
		s.onComplete = function(){};
	}else{
		s.onComplete = onComplete;
	}
	s.mode = "close";
	s.height1 = 0;
	s.height2 = 0;
	s.width1 = 0;
	s.width2 = 0;
	s.isDoClosing = false;
	s.speed = speed;
	s.addEventListener(LEvent.ENTER_FRAME,s.onshow);
}
LCurtainSample3.prototype.onshow = function(s){
	s.graphics.clear();
	s.graphics.drawRect(1,"black",[0,0,LStage.width,s.height1],true,"black");
	s.graphics.drawRect(1,"black",[0,LStage.height-s.height2,LStage.width,s.height2],true,"black");
	s.graphics.drawRect(1,"black",[0,0,s.width1,LStage.height],true,"black");
	s.graphics.drawRect(1,"black",[LStage.width-s.width2,0,s.width2,LStage.height],true,"black");
	if(s.height1 >= LStage.height/2 ){
		s.mode = "open";
		if(s.isDoClosing == false){
			s.onClosing();
			s.isDoClosing = true;
		}
	}
	if(s.mode == "close"){
		s.height1 += s.speed;
		s.height2 += s.speed;
		s.width1 += s.speed;
		s.width2 += s.speed;
	}else if(s.mode == "open"){
		s.height1 -= s.speed;
		s.height2 -= s.speed;
		s.width1 -= s.speed;
		s.width2 -= s.speed;
		if(s.height1 < 0){
			s.mode = "stop";
		}
	}else if(s.mode == "stop"){
		s.graphics.clear();
		s.removeEventListener(LEvent.ENTER_FRAME,s.onshow);
		s.onComplete();
	}
}
效果如下:

4,切换场景

上面我们实现了幕布类,接下来就要实战一下了。

首先我们找几张图片:

还有一张


接着就用到了我们的幕布类实现切换场景,代码如下:

<!DOCTYPE html>
<html lang="en">
	<head>
	<meta charset="utf-8" />
	<title>Curtain幕布</title>
	<script type="text/javascript" src="./js/lufylegend-1.7.6.min.js"></script>
	<script type="text/javascript" src="./js/lufylegendrpg-1.0.0.js"></script> 
	<script>
	init(30,"legend",600,400,main);
	var backindex = 1;
	var loadlist = [
		{name:"back1",path:"./back1.jpg"},
		{name:"back2",path:"./back2.jpg"}
	];
	var datalist = [];
	LRPGStage.setShortcuts(true);
	LGlobal.setDebug(true);
	var backLayer;
	var loadingLayer;
	function main(){
		LEvent.addEventListener(LGlobal.window,LKeyboardEvent.KEY_DOWN,onkeydown);
		loadingLayer = new LoadingSample1(); 
		addChild(loadingLayer); 
		LLoadManage.load( 
			loadlist, 
			function(progress){ 
				loadingLayer.setProgress(progress); 
			}, 
			gameInit 
		); 
	}
	function gameInit(result){
		datalist = result;
		backLayer = new LSprite();
		addChild(backLayer);
		addImg();
	}
	function addImg(){
		backLayer.removeAllChild();
		var bitmapdata = new LBitmapData(datalist["back"+backindex]);
		var bitmap = new LBitmap(bitmapdata);
		backLayer.addChild(bitmap);
	}
	function onkeydown(){
		var curtain = new LCurtainSample3(20,function(){
			if(backindex == 1){
				backindex = 2;
			}else if(backindex == 2){
				backindex = 1;
			}
			addImg();
		},function(){
			trace("已经切换为back"+backindex);
		});
		addChild(curtain);
	}
	</script>
	</head>
	<body>
			<div id="legend"></div>
	</body>
</html>
截图如下:

合拢时



展开完成后


嘻嘻~不错吧

5,源代码

本次开发代码虽然比较多,但都有些类似,放在下面,大家可以拿下去测试:

/**
*LCurtainSample1.js
*/
function LCurtainSample1(speed,onClosing,onComplete){
	var s = this;
	base(s,LSprite,[]);
	if(!speed)speed = LStage.width/100;
	if(!onClosing){
		s.onClosing = function(){};
	}else{
		s.onClosing = onClosing;
	}	
	if(!onComplete){
		s.onComplete = function(){};
	}else{
		s.onComplete = onComplete;
	}
	s.mode = "close";
	s.width1 = 0;
	s.width2 = 0;
	s.isDoClosing = false;
	s.speed = speed;
	s.addEventListener(LEvent.ENTER_FRAME,s.onshow);
}
LCurtainSample1.prototype.onshow = function(s){
	s.graphics.clear();
	s.graphics.drawRect(1,"black",[0,0,s.width1,LStage.height],true,"black");
	s.graphics.drawRect(1,"black",[LStage.width-s.width2,0,s.width2,LStage.height],true,"black");
	if(s.width1 >= LStage.width/2){
		s.mode = "open";
		if(s.isDoClosing == false){
			s.onClosing();
			s.isDoClosing = true;
		}
	}
	if(s.mode == "close"){
		s.width1 += s.speed;
		s.width2 += s.speed;
	}else if(s.mode == "open"){
		s.width1 -= s.speed;
		s.width2 -= s.speed;
		if(s.width1 < 0){
			s.mode = "stop";
		}
	}else if(s.mode == "stop"){
		s.graphics.clear();
		s.removeEventListener(LEvent.ENTER_FRAME,s.onshow);
		s.onComplete();
	}
}
/**
*LCurtainSample2.js
*/
function LCurtainSample2(speed,onClosing,onComplete){
	var s = this;
	base(s,LSprite,[]);
	if(!speed)speed = LStage.height/100;
	if(!onClosing){
		s.onClosing = function(){};
	}else{
		s.onClosing = onClosing;
	}	
	if(!onComplete){
		s.onComplete = function(){};
	}else{
		s.onComplete = onComplete;
	}
	s.mode = "close";
	s.height1 = 0;
	s.height2 = 0;
	s.isDoClosing = false;
	s.speed = speed;
	s.addEventListener(LEvent.ENTER_FRAME,s.onshow);
}
LCurtainSample2.prototype.onshow = function(s){
	s.graphics.clear();
	s.graphics.drawRect(1,"black",[0,0,LStage.width,s.height1],true,"black");
	s.graphics.drawRect(1,"black",[0,LStage.height-s.height2,LStage.width,s.height2],true,"black");
	if(s.height1 >= LStage.height/2){
		s.mode = "open";
		if(s.isDoClosing == false){
			s.onClosing();
			s.isDoClosing = true;
		}
	}
	if(s.mode == "close"){
		s.height1 += s.speed;
		s.height2 += s.speed;
	}else if(s.mode == "open"){
		s.height1 -= s.speed;
		s.height2 -= s.speed;
		if(s.height1 < 0){
			s.mode = "stop";
		}
	}else if(s.mode == "stop"){
		s.graphics.clear();
		s.removeEventListener(LEvent.ENTER_FRAME,s.onshow);
		s.onComplete();
	}
}
/**
*LCurtainSample3.js
*/
function LCurtainSample3(speed,onClosing,onComplete){
	var s = this;
	base(s,LSprite,[]);
	if(!speed)speed = LStage.width/100;
	if(!onClosing){
		s.onClosing = function(){};
	}else{
		s.onClosing = onClosing;
	}	
	if(!onComplete){
		s.onComplete = function(){};
	}else{
		s.onComplete = onComplete;
	}
	s.mode = "close";
	s.height1 = 0;
	s.height2 = 0;
	s.width1 = 0;
	s.width2 = 0;
	s.isDoClosing = false;
	s.speed = speed;
	s.addEventListener(LEvent.ENTER_FRAME,s.onshow);
}
LCurtainSample3.prototype.onshow = function(s){
	s.graphics.clear();
	s.graphics.drawRect(1,"black",[0,0,LStage.width,s.height1],true,"black");
	s.graphics.drawRect(1,"black",[0,LStage.height-s.height2,LStage.width,s.height2],true,"black");
	s.graphics.drawRect(1,"black",[0,0,s.width1,LStage.height],true,"black");
	s.graphics.drawRect(1,"black",[LStage.width-s.width2,0,s.width2,LStage.height],true,"black");
	if(s.height1 >= LStage.height/2 ){
		s.mode = "open";
		if(s.isDoClosing == false){
			s.onClosing();
			s.isDoClosing = true;
		}
	}
	if(s.mode == "close"){
		s.height1 += s.speed;
		s.height2 += s.speed;
		s.width1 += s.speed;
		s.width2 += s.speed;
	}else if(s.mode == "open"){
		s.height1 -= s.speed;
		s.height2 -= s.speed;
		s.width1 -= s.speed;
		s.width2 -= s.speed;
		if(s.height1 < 0){
			s.mode = "stop";
		}
	}else if(s.mode == "stop"){
		s.graphics.clear();
		s.removeEventListener(LEvent.ENTER_FRAME,s.onshow);
		s.onComplete();
	}
}

这次讲解就到这里,下一次我们就来实现必不可少的对话类,不容错过哦!!!


谢谢大家阅读本文。支持就是最大的鼓励。

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