Html5游戏框架createJs的简单用法

  声明:本文为原创文章,如需转载,请注明来源WAxes,谢谢!

  楼主记忆力不好,最近刚好用了一下createJs框架,怕以后一段时间没用后会忘记,所以在此做个记录,或许以后用得着。

  createJs网上的中文教程挺少的,以前UC有个Xcanvas的论坛有createJs的详细教程,但是随着XCanvas团队的解散,那个网站也关闭了。。网上的大部分都是非常基础的教程,有点千遍一律的感觉。所以楼主就去把createJs下载下来,硬着头皮看英文文档了。凭着楼主这英语六级只考了三百多分的渣渣来说,看起来很费力啊,不过还是勉强摸索出了大概的用法。所以现在就是学了多少就记录多少,之后或许也会不定期更新一下该框架的新的学习心得。毕竟对自己以后还是有帮助的。

  希望本文能帮到那些想学createJs的新手。因为楼主也是刚学的,所以本文或许有不正确之处,因此本文仅当参考,若有不正之处欢迎斧正。

  闲话说到这,直接进入主题。

  楼主用createJs写了个简单的跑酷游戏DEMO,就拿它做例子吧。 看DEMO戳我

  createJs的由来,基础什么的就不说了,就直接说createJs的用法吧。

  首先到createJs官网下载,createJs分成easelJs(图形动画)、preloadJs(文件加载)、soundJs(音频控制)以及tweenJs(补间动画)四部分,大家下载的时候,建议下载两个文件,一个是压缩版文件,用于项目中的引用,再下载个源码文件,用于查看用法、API、demo等。因为楼主目前只用了easelJs和preloadJs,所以暂时就只说这两个,其实就这两个已经非常够用了。

  接下来开始分析代码:

  首先引入js文件

<script src="easeljs-0.7.1.min.js"></script>
<script src="preloadjs-0.4.1.min.js"></script>

  然后进行舞台初始化操作:

Html5游戏框架createJs的简单用法
        function init(){
            stage = new createjs.Stage("cas");
            C_W = stage.canvas.width;
            C_H = stage.canvas.height;

            var manifest = [
                {src:"image/man.png" , id:"man"},
                {src:"image/ground.png" , id:"ground"},
                {src:"image/bg.png" , id:"bg"},
                {src:"image/high.jpg" , id:"high"},
                {src:"image/coins.png" , id:"coin"}
            ]

            loader = new createjs.LoadQueue(false);
            loader.addEventListener("complete" , handleComplete);
            loader.loadManifest(manifest);

            drawLoading();
        }
Html5游戏框架createJs的简单用法

上面就用到了preloadJs中的方法,实例化一个loader,把需要加载的图片文件放在manifest里面,进行加载,加载完成后调用回调handleCompelete函数:

Html5游戏框架createJs的简单用法
function handleComplete(){        //当图片素材load完后执行该方法
            var manImage = loader.getResult("man"),
                lowground = loader.getResult("ground"),
                highground = loader.getResult("high"),
                bgImage = loader.getResult("bg"),
                coins = loader.getResult("coin");

            sky = new createjs.Shape();
            sky.graphics.bf(bgImage).drawRect(0,0,C_W,C_H);
            sky.setTransform(0, 0, 1 , C_H/bgImage.height);
            stage.addChild(sky);

            man = createMan(200,326,manImage);

            //该框为判定角色的判定区域
            kuang = new createjs.Shape();
            kuang.graphics.beginStroke("rgba(255,0,0,0.5)").drawRect(0 , 0 , man.size().w , man.picsize().h*1.5);
            // stage.addChild(kuang);

            mapHandle(lowground , highground , coins);

            createjs.Ticker.timingMode = createjs.Ticker.RAF;//设置循环方法,可以是requestAnimationFrame或者是setTimeout
            createjs.Ticker.setFPS(30);//舞台帧率控制
            createjs.Ticker.addEventListener("tick", tick);//绑定舞台每一帧的逻辑发生函数

            window.addEventListener("keydown" , function(event){
                event = event||window.event;
                if(event.keyCode===32&&man.jumpNum<man.jumpMax){
                    man.jump();
                }
            })
        }
Html5游戏框架createJs的简单用法

获得加载完成后端的图片数据就直接用loader.getResult就可以获取了,跑酷游戏需要一个背景,所以,我们实例化一个sky,然后进行位图绘制,bf方法是beginBitmapFill的缩写,该方法就是开始绘制位图,后面的drawRect是位图的绘制区域,区域当然是整个画布啦,所以就是drawRect(0,0,C_W,C_H)。实例化出来sky后就直接添加到舞台stage里面就行了。接下来是实例化一个角色,createMan方法后面有说,是自己封装的。

  然后进行舞台循环设置,上面有注释了,就不说了。

  舞台设置中,mapHandle是地图数据的初始化:

 

Html5游戏框架createJs的简单用法
var mapIndex = 0,        //地图序列
            Mix = 0,            //地图数组的索引
            allStones = [],        //存放所有的石头
            allCoins = [],        //所有金币
            showSt = [];        //存放显示出来的石头

        function mapHandle(lowground , highground , coins){        //初始化地图
            allStones.length = 0;
            var stoneImage = {"A":lowground , "B":highground},kind = null;
            for(var i=0;i<30;i++){            //把需要用到的石头预先放入容器中准备好
                switch(i){
                    case 0:kind="A";break;
                    case 10:kind="B";break;
                    case 20:kind="C";break;
                }
                var st = createStone(C_W , kind , stoneImage);
                allStones.push(st)
            }

            for(var i=0;i<10;i++){            //把需要用到的金币预先放入容器中
                var coin = createCoin(coins);
                allCoins.push(coin);
            }
            
            Mix = Math.floor(Math.random()*mapData.length);            //随机地图序列
            for(var i=0;i<8;i++){
                setStone(false)
            }
        }

        function setStone(remove){        //添加陆地的石头
            var arg = mapData[Mix].charAt(mapIndex),
                coarg = coinCode[Mix].charAt(mapIndex),
                cc = null;

            if(coarg==="#"){
                for(var i=0;i<allCoins.length;i++){
                    if(!allCoins[i].shape.visible){
                        cc = allCoins[i];
                        cc.shape.visible = true;
                        break;
                    }
                }
            }

            for(var z=0;z<allStones.length;z++){
                if(!allStones[z].shape.visible&&allStones[z].kind===arg){
                    var st = allStones[z];
                    st.shape.visible = true;
                    st.shape.x = showSt.length===0?0:showSt[showSt.length-1].shape.x+showSt[showSt.length-1].w;

                    if(cc){
                        cc.shape.x = showSt.length===0?allStones[z].w/2-cc.size().w/2:showSt[showSt.length-1].shape.x+showSt[showSt.length-1].w+allStones[z].w/2-cc.size().w/2;
                        cc.shape.y = arg==="C"? C_H-loader.getResult("high").height-50 : allStones[z].shape.y-cc.size().h/2-50;
                    }

                    if(remove) showSt.shift();
                    showSt.push(st);
                    break;
                }
            }

            mapIndex++;
            if(mapIndex>=mapData[Mix].length){
                Mix = Math.floor(Math.random()*mapData.length)
                mapIndex=0;
            }
        }
Html5游戏框架createJs的简单用法

 

 

 

  下面是人物模块的封装

Html5游戏框架createJs的简单用法
(function(w){
    var FRAME_RATE = 13,    //精灵表播放速度
        SCALE_X = 1.5,    //X轴缩放
        SCALE_Y = 1.5,    //Y轴缩放
        GRAVITY = 3,    //重力加速度
        JUMP_SPEED = 2.6,        //垂直速度
        WIDTH = 40,
        HEIGHT = 96,
        PICWIDTH = 64,
        PICHEIGHT = 64,
        PROPORTION = 150/1;  //游戏与实际的距离比例

    var Man = function(x , y , img){
        this.x = x;
        this.y = y;
        this.endy = y;
        this.vx = 0.5;
        this.vy = 0;
        this.ground = [];
        this.state = "run";
        this.jumpNum = 0;
        this.jumpMax = 1;
        this.init(img);
    }

    Man.prototype = {
        constructors:Man,

        init:function(img){
            var manSpriteSheet = new createjs.SpriteSheet({  //实例化精灵表绘制器
                "images":[img],
                "frames":{"regX":0,"height":PICWIDTH,"count":45,"regY":1,"width":PICHEIGHT},
                "animations":{
                    "run":{
                        frames:[21,20,19,18,17,16,15,14,13,12],    //精灵表每一帧的位置
                        next:"run",                    //当精灵表循环完后的下一步动作
                        speed:1,                      //精灵表播放速度
                    }, 
                    "jump":{
                        frames:[34,35,36,37,38,39,40,41,42,43],
                        next:"run",
                        speed:1,
                    },
                    "die":{
                        frames:[8,7,6,5,4,3,2,1,0],
                        next:"die",
                        speed:1,
                    }
                }
            });
            this.sprite = new createjs.Sprite(manSpriteSheet , this.state);  //实例化精灵
            this.sprite.framerate = FRAME_RATE;      //精灵表绘制速率
            this.sprite.setTransform(this.x, this.y, SCALE_X, SCALE_Y);  //设置精灵的位置
            stage.addChild(this.sprite);    //添加到舞台
        },

        update:function(){
            var sprite = this.sprite;
            var time = createjs.Ticker.getInterval()/1000;    //获取当前帧与上一帧的时间间隔

            if(this.state==="run"){          
                if(sprite.x<this.x){
                    sprite.x +=this.vx;
                }else {
                    sprite.x = this.x
                }
            }
            if(this.endy>sprite.y||this.state==="jump"){  //角色的动作处理
                var nexty = sprite.y+time*this.vy*PROPORTION;
                this.vy += time*GRAVITY;
                sprite.y += time*this.vy*PROPORTION;
                if(Math.abs(sprite.y-this.endy)<10&&this.vy>0){
                    this.state = "run";
                    sprite.y=this.endy;
                    this.vy = 0;
                }
            }
            
            if(sprite.x+(PICWIDTH*SCALE_X-WIDTH)/2<0||sprite.y>C_H+200){
                this.die();
                createjs.Ticker.reset();
                alert("you are Die!");
            }

            switch(this.state){
                case "run":
                    this.jumpNum = 0;
                    break;
                case "die":
                    if(sprite.currentFrame===0){
                        sprite.paused = true;
                    }
                break;
            }
        },

        run:function(){
            this.sprite.gotoAndPlay("run")
        },

        jump:function(){
            this.vy = -JUMP_SPEED;
            this.state = "jump";
            this.sprite.gotoAndPlay("jump");  //让精灵表播放特定的动画
            this.jumpNum++;
        },

        die:function(){
            this.state = "die";
            this.sprite.gotoAndPlay("die")
        },

        size:function(){
            return {
                w:WIDTH,
                h:HEIGHT
            }
        },

        picsize:function(){
            return {
                w:PICWIDTH,
                h:PICHEIGHT
            }
        }
    }

    w.createMan = function(x , y , img){
        return new Man(x , y , img)
    };
})(window)
Html5游戏框架createJs的简单用法

人物模块封装就是简单的在createJs的封装之上进行进一步的封装,封装很简单,就是用createJs实例化一个精灵类,再绑定精灵表,上面的代码中也有注释,基本上都说的很明白了。

下面贴出封装的石头以及金币模块,简单说下背景的循环,预先实例化一堆石头和金币,然后移动响应的石头,当石头移动到超出舞台区域时,把他的visible属性置为false,再重新添加一个石头在最后的位置进行新的一次移动。金币也一样。地图数据则是通过预先定义好的字符串来实现。

Html5游戏框架createJs的简单用法
(function(w){
    var SPEED = 4,
        COIN_STAY_X = 20,
        COIN_STAY_Y = 20,
        COIN_STAY_WIDTH = 30,
        COIN_STAY_HEIGHT = 30,
        COIN_SCALE_X = 0.08,
        COIN_SCALE_Y = 0.08;

    //地上的石头类

    var Stone = function(x,kind,allImage){
        this.x = x;
        this.kind = kind;
        this.allImage = allImage;
        this.init();
    }

    var sp = Stone.prototype;

    sp.init=function(){
        this.shape = new createjs.Shape();
        if(this.kind!=="C"){
            this.h = this.allImage[this.kind].height;
            this.w = this.allImage[this.kind].width*2;
            this.y = C_H - this.h;
            this.shape.graphics.beginBitmapFill(this.allImage[this.kind]).drawRect(0, 0, this.w, this.h);
            this.shape.setTransform(this.x, this.y, 1, 1);
        }else {
            this.h = -1000;
            this.w = 170;
            this.y = C_H - this.h;
            this.shape.graphics.beginFill("#000").drawRect(0, 0, this.w, this.h);
            this.shape.setTransform(this.x, this.y, 1, 1);
        }
        this.shape.visible = false;
        this.shape.cache(0 , 0 , this.w , this.h);
        stage.addChild(this.shape);
    }

    sp.update=function(){
        this.shape.x -= SPEED;
    }

    //金币类
    var Coin = function(image){
        this.sizeX = COIN_SCALE_X;
        this.sizeY = COIN_SCALE_Y;

        this.isget = false;
        this.init = function(){
            this.shape = new createjs.Shape();
            this.shape.graphics.beginBitmapFill(image).drawRect(0, 0, image.width, image.height);
            this.shape.setTransform(0, 0, COIN_SCALE_X, COIN_SCALE_Y);
            this.shape.visible = false;
            stage.addChild(this.shape);
        }
        this.init();

        this.update = function(){
            if(this.isget){
                this.sizeX = this.sizeX + ((COIN_STAY_WIDTH/image.width) - this.sizeX)*0.1;
                this.sizeY = this.sizeY + ((COIN_STAY_HEIGHT/image.height) - this.sizeY)*0.1;
                this.shape.setTransform(
                    this.shape.x + (COIN_STAY_X - this.shape.x)*0.1,
                    this.shape.y + (COIN_STAY_Y - this.shape.y)*0.1,
                    this.sizeX,
                    this.sizeY
                );

                if(Math.abs(this.shape.x-COIN_STAY_X)<0.5&&Math.abs(this.shape.y-COIN_STAY_Y)<0.5){
                    this.shape.visible = false;
                    this.isget = false;
                    this.sizeX = COIN_SCALE_X;
                    this.sizeY = COIN_SCALE_Y;
                    this.shape.setTransform(0,0,this.sizeX,this.sizeY);
                }
            } else{
                this.shape.x -= SPEED;
                if(this.shape.x<-image.width*COIN_SCALE_X){
                    this.shape.visible = false;
                }
            }
        }

        this.size = function(){
            return {
                w:image.width*COIN_SCALE_X,
                h:image.height*COIN_SCALE_Y
            }
        }
    }

    w.createCoin = function(image){
        return new Coin(image)
    }

    w.createStone = function(x,kind,allImage){
        return new Stone(x,kind,allImage);
    }
})(window)
Html5游戏框架createJs的简单用法

封装方法跟上面的人物模块封装差不多,不过人物是用精灵类,石头金币则是用形状类了。就是通过位图的绘制,来绘制位图的图片,原理都一样。

最后是舞台逐帧处理的tick方法:

Html5游戏框架createJs的简单用法
function tick(event){        //舞台逐帧逻辑处理函数
            man.update();

            kuang.x = man.sprite.x+(man.picsize().w*1.5-man.size().w)/2;    //参考框
            kuang.y = man.sprite.y;

            man.ground.length=0;
            var cg = stoneHandle();

            if(man.ground[0]&&!cg) {
                man.ground.sort(function(a,b){return b.h-a.h});
                man.endy = man.ground[0].y-man.picsize().h*1.5;
            }

            allCoins.forEach(function(cc , index){
                if(cc.shape.visible){
                    if( 
                        Math.abs((kuang.x+man.size().w/2) - (cc.shape.x+cc.size().w/2)) <= (man.size().w+cc.size().w)/2&&
                        Math.abs((kuang.y+man.size().h/2) - (cc.shape.y+cc.size().h/2)) <= (man.size().h+cc.size().h)/2&&
                        !cc.isget
                    ){
                        cc.isget = true;
                        countCoin.innerHTML = parseInt(countCoin.innerHTML)+1
                    }
                    cc.update();
                }
            })

            document.getElementById("showFPS").innerHTML = man.endy
            stage.update(event)
        }
Html5游戏框架createJs的简单用法

在每一帧的处理,就像自己写游戏一样啦,就是把舞台里的所有对象逐个进行逻辑运算,进行相应处理。 

基本上createJs的用法还是相对比较简单并且强大的。比自己去造*能省很多功夫。下面贴出所有代码:

主页面:

Html5游戏框架createJs的简单用法
<!doctype html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <style>
        /*#cas{margin:auto;display: block;}*/
        .view{width: 700px;height:500px;position: relative;}
        #coins{width:90px;height: 70px;line-height: 70px;position:absolute;left:0px;top:0;padding-left: 60px;background:url(image/coins.png) no-repeat;background-size:30px 30px;background-position:20px 20px;font-size: 34px;color: #FFF;}
    </style>
    <title>跑酷游戏</title>
    <script src="easeljs-0.7.1.min.js"></script>
    <script src="preloadjs-0.4.1.min.js"></script>
    <script src="person.js"></script>
    <script src="otherThings.js"></script>
</head>
<body>
    <div class="view">
        <canvas id="cas" width="700" height="500">您的浏览器不支持canvas</canvas>
        <div id="coins">0</div>
    </div>
    <div id="showFPS" style="display: none;"></div>
    <script>
        var fps = document.getElementById("showFPS"),
            countCoin = document.getElementById("coins");
        var stage , C_W , C_H , loader;
        var man , ground , sky;

        function init(){
            stage = new createjs.Stage("cas");
            C_W = stage.canvas.width;
            C_H = stage.canvas.height;

            var manifest = [
                {src:"image/man.png" , id:"man"},
                {src:"image/ground.png" , id:"ground"},
                {src:"image/bg.png" , id:"bg"},
                {src:"image/high.jpg" , id:"high"},
                {src:"image/coins.png" , id:"coin"}
            ]

            loader = new createjs.LoadQueue(false);
            loader.addEventListener("complete" , handleComplete);
            loader.loadManifest(manifest);

            drawLoading();
        }

        function drawLoading(){
            var ctx = stage.canvas.getContext("2d");
            ctx.textAlign = "center";
            ctx.textBaseline = "middle";
            ctx.fillStyle = "#000";
            ctx.fillRect(0,0,C_W,C_H);
            ctx.fillStyle = "#FFF";
            ctx.font = "25px 微软雅黑";
            ctx.fillText("Loading...",C_W/2,C_H/2)
        }

        //地图数据,mapData为石头数据,coinCode为金币数据
        var mapData = [
            "AAAACBBAAACABBAAACAABBBAAAABAAAAAACABCABCABCAAAABBBBBBAAAAACAAAAAAAAAAAABBBBBBAAAAAACACACACACAAAABBBBAAAAACAAAAAAAAAAAABBBBBBAAAAAACACACACACAABBAAAAAAABBA",
            "AAAAAAAACAABAAAAAAAAAAAAAAABBBBBBCBBBBBBBBAAAAAAAAAAAAAAAAAAAAAAAAACACACACACACACACACACBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABBBBBBBBBBBBBCBCBCBCAAAAAAAAAAAAAAAAAA",
            "AAAAAAAACAABAAAAAAAAAAAACACACACACACACACABAABABABABABABABACBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCABABACBCBCACACACACACACACACACACACACACACACACACACACACACAAAAAAAAAAAAAAAA"
        ],
        coinCode = [
            "--------##########----------------############-#--#---##############-----------------##########-#-#-#-#-#-#-#-##-------################-------------###",
            "--#--#-------####----------##----###-----####-#--#---####-#-#-#-######------####------#####-#-#-#-#-#-#-#-##-------################---############--###",
            "-------#--#-------####----------##----##--##############---------######------####------#####-#-#-#-#-#-#-#-##----------################-------------###"
        ]

        function handleComplete(){        //当图片素材load完后执行该方法
            var manImage = loader.getResult("man"),
                lowground = loader.getResult("ground"),
                highground = loader.getResult("high"),
                bgImage = loader.getResult("bg"),
                coins = loader.getResult("coin");

            sky = new createjs.Shape();
            sky.graphics.bf(bgImage).drawRect(0,0,C_W,C_H);
            sky.setTransform(0, 0, 1 , C_H/bgImage.height);
            stage.addChild(sky);

            man = createMan(200,326,manImage);

            //该框为判定角色的判定区域
            kuang = new createjs.Shape();
            kuang.graphics.beginStroke("rgba(255,0,0,0.5)").drawRect(0 , 0 , man.size().w , man.picsize().h*1.5);
            // stage.addChild(kuang);

            mapHandle(lowground , highground , coins);

            createjs.Ticker.timingMode = createjs.Ticker.RAF;
            createjs.Ticker.setFPS(30);
            createjs.Ticker.addEventListener("tick", tick);

            window.addEventListener("keydown" , function(event){
                event = event||window.event;
                if(event.keyCode===32&&man.jumpNum<man.jumpMax){
                    man.jump();
                }
            })
        }


        var mapIndex = 0,        //地图序列
            Mix = 0,            //地图数组的索引
            allStones = [],        //存放所有的石头
            allCoins = [],        //所有金币
            showSt = [];        //存放显示出来的石头

        function mapHandle(lowground , highground , coins){        //初始化地图
            allStones.length = 0;
            var stoneImage = {"A":lowground , "B":highground},kind = null;
            for(var i=0;i<30;i++){            //把需要用到的石头预先放入容器中准备好
                switch(i){
                    case 0:kind="A";break;
                    case 10:kind="B";break;
                    case 20:kind="C";break;
                }
                var st = createStone(C_W , kind , stoneImage);
                allStones.push(st)
            }

            for(var i=0;i<10;i++){            //把需要用到的金币预先放入容器中
                var coin = createCoin(coins);
                allCoins.push(coin);
            }
            
            Mix = Math.floor(Math.random()*mapData.length);            //随机地图序列
            for(var i=0;i<8;i++){
                setStone(false)
            }
        }

        function setStone(remove){        //添加陆地的石头
            var arg = mapData[Mix].charAt(mapIndex),
                coarg = coinCode[Mix].charAt(mapIndex),
                cc = null;

            if(coarg==="#"){
                for(var i=0;i<allCoins.length;i++){
                    if(!allCoins[i].shape.visible){
                        cc = allCoins[i];
                        cc.shape.visible = true;
                        break;
                    }
                }
            }

            for(var z=0;z<allStones.length;z++){
                if(!allStones[z].shape.visible&&allStones[z].kind===arg){
                    var st = allStones[z];
                    st.shape.visible = true;
                    st.shape.x = showSt.length===0?0:showSt[showSt.length-1].shape.x+showSt[showSt.length-1].w;

                    if(cc){
                        cc.shape.x = showSt.length===0?allStones[z].w/2-cc.size().w/2:showSt[showSt.length-1].shape.x+showSt[showSt.length-1].w+allStones[z].w/2-cc.size().w/2;
                        cc.shape.y = arg==="C"? C_H-loader.getResult("high").height-50 : allStones[z].shape.y-cc.size().h/2-50;
                    }

                    if(remove) showSt.shift();
                    showSt.push(st);
                    break;
                }
            }

            mapIndex++;
            if(mapIndex>=mapData[Mix].length){
                Mix = Math.floor(Math.random()*mapData.length)
                mapIndex=0;
            }
        }

        function tick(event){        //舞台逐帧逻辑处理函数
            man.update();

            kuang.x = man.sprite.x+(man.picsize().w*1.5-man.size().w)/2;    //参考框
            kuang.y = man.sprite.y;

            man.ground.length=0;
            var cg = stoneHandle();

            if(man.ground[0]&&!cg) {
                man.ground.sort(function(a,b){return b.h-a.h});
                man.endy = man.ground[0].y-man.picsize().h*1.5;
            }

            allCoins.forEach(function(cc , index){
                if(cc.shape.visible){
                    if( 
                        Math.abs((kuang.x+man.size().w/2) - (cc.shape.x+cc.size().w/2)) <= (man.size().w+cc.size().w)/2&&
                        Math.abs((kuang.y+man.size().h/2) - (cc.shape.y+cc.size().h/2)) <= (man.size().h+cc.size().h)/2&&
                        !cc.isget
                    ){
                        cc.isget = true;
                        countCoin.innerHTML = parseInt(countCoin.innerHTML)+1
                    }
                    cc.update();
                }
            })

            document.getElementById("showFPS").innerHTML = man.endy
            stage.update(event)
        }


        function stoneHandle(){        //石头的逐帧处理  cg为判断当前角色的位置是否被阻挡,overStone是保存离开stage的石头块
            var cg = false , overStone = null;
            allStones.forEach(function(s){   //遍历石头,确定玩家落点
                if(s.shape.visible){
                    s.update();

                    if(s.shape.visible&&s.shape.x<=-s.w){
                        overStone = s;
                    }

                    var juli = Math.abs((kuang.x+man.size().w/2)-(s.shape.x+s.w/2));
                    if(juli<=(man.size().w+s.w)/2 && man.ground.indexOf(s)===-1){
                        man.ground.push(s);

                        if((s.shape.x+s.w/2)>(kuang.x+man.size().w/2)&&s.y<(kuang.y+man.size().h-10)){
                            man.sprite.x = s.shape.x-man.picsize().w-8;
                            cg = true;
                        }
                    }
                }
            });
            if(overStone) {
                setStone(true);
                overStone.shape.visible = false;
            }

            return cg;
        }

        init();
    </script>
</body>
</html>
View Code

人物模块:

Html5游戏框架createJs的简单用法
(function(w){
    var FRAME_RATE = 13,    //精灵表播放速度
        SCALE_X = 1.5,    //X轴缩放
        SCALE_Y = 1.5,    //Y轴缩放
        GRAVITY = 3,    //重力加速度
        JUMP_SPEED = 2.6,        //垂直速度
        WIDTH = 40,
        HEIGHT = 96,
        PICWIDTH = 64,
        PICHEIGHT = 64,
        PROPORTION = 150/1;  //游戏与实际的距离比例

    var Man = function(x , y , img){
        this.x = x;
        this.y = y;
        this.endy = y;
        this.vx = 0.5;
        this.vy = 0;
        this.ground = [];
        this.state = "run";
        this.jumpNum = 0;
        this.jumpMax = 1;
        this.init(img);
    }

    Man.prototype = {
        constructors:Man,

        init:function(img){
            var manSpriteSheet = new createjs.SpriteSheet({
                "images":[img],
                "frames":{"regX":0,"height":PICWIDTH,"count":45,"regY":1,"width":PICHEIGHT},
                "animations":{
                    "run":{
                        frames:[21,20,19,18,17,16,15,14,13,12],
                        next:"run",
                        speed:1,
                    }, 
                    "jump":{
                        frames:[34,35,36,37,38,39,40,41,42,43],
                        next:"run",
                        speed:1,
                    },
                    "die":{
                        frames:[8,7,6,5,4,3,2,1,0],
                        next:"die",
                        speed:1,
                    }
                }
            });
            this.sprite = new createjs.Sprite(manSpriteSheet , this.state);
            this.sprite.framerate = FRAME_RATE;
            this.sprite.setTransform(this.x, this.y, SCALE_X, SCALE_Y);
            stage.addChild(this.sprite);
        },

        update:function(){
            var sprite = this.sprite;
            var time = createjs.Ticker.getInterval()/1000;

            if(this.state==="run"){
                if(sprite.x<this.x){
                    sprite.x +=this.vx;
                }else {
                    sprite.x = this.x
                }
            }
            if(this.endy>sprite.y||this.state==="jump"){
                var nexty = sprite.y+time*this.vy*PROPORTION;
                this.vy += time*GRAVITY;
                sprite.y += time*this.vy*PROPORTION;
                if(Math.abs(sprite.y-this.endy)<10&&this.vy>0){
                    this.state = "run";
                    sprite.y=this.endy;
                    this.vy = 0;
                }
            }
            
            if(sprite.x+(PICWIDTH*SCALE_X-WIDTH)/2<0||sprite.y>C_H+200){
                this.die();
                createjs.Ticker.reset();
                alert("you are Die!");
            }

            switch(this.state){
                case "run":
                    this.jumpNum = 0;
                    break;
                case "die":
                    if(sprite.currentFrame===0){
                        sprite.paused = true;
                    }
                break;
            }
        },

        run:function(){
            this.sprite.gotoAndPlay("run")
        },

        jump:function(){
            this.vy = -JUMP_SPEED;
            this.state = "jump";
            this.sprite.gotoAndPlay("jump");
            this.jumpNum++;
        },

        die:function(){
            this.state = "die";
            this.sprite.gotoAndPlay("die")
        },

        size:function(){
            return {
                w:WIDTH,
                h:HEIGHT
            }
        },

        picsize:function(){
            return {
                w:PICWIDTH,
                h:PICHEIGHT
            }
        }
    }

    w.createMan = function(x , y , img){
        return new Man(x , y , img)
    };
})(window)
View Code

物品模块:

Html5游戏框架createJs的简单用法
(function(w){
    var SPEED = 4,
        COIN_STAY_X = 20,
        COIN_STAY_Y = 20,
        COIN_STAY_WIDTH = 30,
        COIN_STAY_HEIGHT = 30,
        COIN_SCALE_X = 0.08,
        COIN_SCALE_Y = 0.08;

    //地上的石头类

    var Stone = function(x,kind,allImage){
        this.x = x;
        this.kind = kind;
        this.allImage = allImage;
        this.init();
    }

    var sp = Stone.prototype;

    sp.init=function(){
        this.shape = new createjs.Shape();
        if(this.kind!=="C"){
            this.h = this.allImage[this.kind].height;
            this.w = this.allImage[this.kind].width*2;
            this.y = C_H - this.h;
            this.shape.graphics.beginBitmapFill(this.allImage[this.kind]).drawRect(0, 0, this.w, this.h);
            this.shape.setTransform(this.x, this.y, 1, 1);
        }else {
            this.h = -1000;
            this.w = 170;
            this.y = C_H - this.h;
            this.shape.graphics.beginFill("#000").drawRect(0, 0, this.w, this.h);
            this.shape.setTransform(this.x, this.y, 1, 1);
        }
        this.shape.visible = false;
        this.shape.cache(0 , 0 , this.w , this.h);
        stage.addChild(this.shape);
    }

    sp.update=function(){
        this.shape.x -= SPEED;
    }

    //金币类
    var Coin = function(image){
        this.sizeX = COIN_SCALE_X;
        this.sizeY = COIN_SCALE_Y;

        this.isget = false;
        this.init = function(){
            this.shape = new createjs.Shape();
            this.shape.graphics.beginBitmapFill(image).drawRect(0, 0, image.width, image.height);
            this.shape.setTransform(0, 0, COIN_SCALE_X, COIN_SCALE_Y);
            this.shape.visible = false;
            stage.addChild(this.shape);
        }
        this.init();

        this.update = function(){
            if(this.isget){
                this.sizeX = this.sizeX + ((COIN_STAY_WIDTH/image.width) - this.sizeX)*0.1;
                this.sizeY = this.sizeY + ((COIN_STAY_HEIGHT/image.height) - this.sizeY)*0.1;
                this.shape.setTransform(
                    this.shape.x + (COIN_STAY_X - this.shape.x)*0.1,
                    this.shape.y + (COIN_STAY_Y - this.shape.y)*0.1,
                    this.sizeX,
                    this.sizeY
                );

                if(Math.abs(this.shape.x-COIN_STAY_X)<0.5&&Math.abs(this.shape.y-COIN_STAY_Y)<0.5){
                    this.shape.visible = false;
                    this.isget = false;
                    this.sizeX = COIN_SCALE_X;
                    this.sizeY = COIN_SCALE_Y;
                    this.shape.setTransform(0,0,this.sizeX,this.sizeY);
                }
            } else{
                this.shape.x -= SPEED;
                if(this.shape.x<-image.width*COIN_SCALE_X){
                    this.shape.visible = false;
                }
            }
        }

        this.size = function(){
            return {
                w:image.width*COIN_SCALE_X,
                h:image.height*COIN_SCALE_Y
            }
        }
    }

    w.createCoin = function(image){
        return new Coin(image)
    }

    w.createStone = function(x,kind,allImage){
        return new Stone(x,kind,allImage);
    }
})(window)
View Code

简单的记录,如果有疑问请在评论提出,楼主看到会尽量解答。。。。自己用createJs的时候,最好多查查API文档哈,createJs的文档还是挺全面的,如果看不懂英文,就跟楼主一样下载个有道词典吧。哈哈哈。

Html5游戏框架createJs的简单用法,布布扣,bubuko.com

Html5游戏框架createJs的简单用法

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