游戏的趣味性在与各种关卡和难度,游戏的难度如上台阶,具有层层递进的性质。本节我们为太空防御游戏增加关卡功能,让游戏的难度由低到高,每一关我们称作一个冲击波,前面的冲击波,外星人的数量比较少,下落速度也相对较慢,等到后面的冲击波时,外星人的数量会越来越多,速度和攻击力越来越大,于是游戏的难度也逐渐变大。
当完成本节代码后,我们会得到如下效果,在每一轮冲击波开始时,界面会出现如下信号:
当游戏进行到后几轮冲击波时,外星人数量和种类越来越多,战况越来越激烈:
我们看看代码的实现,在gamescenecomponent.vue中添加新的数据结构:
export default {
data () {
return {
....
// change 1
waves: {}
}
},
methods: {
init () {
....
// change 2
this.initWaves()
this.startWave()
...
},
// change 3
initWaves () {
console.log('begin init wave')
this.waves.nextWave = 0
this.waves.isActive = false
// 定义一轮冲击波中外星人从天而降的次序
this.waves.enemySummonOrder = ['EnemyDummy', 'Enemy1', 'Enemy2', 'Enemy3', 'Boss', 'Boss2']
console.log('init wave data')
this.waves.data = [
// 第一轮冲击波
{'EnemyDummy': 1, frequency: 10},
// 第二轮冲击波
{'EnemyDummy': 8, 'Enemy1': 5, 'Enemy2': 5, 'Boss': 2, frequency: 150},
// 第三轮冲击波
{'EnemyDummy': 1, 'Enemy1': 1, 'Enemy2': 1, 'Enemy3': 1, 'Boss': 1, 'Boss2': 30, frequency: 50}
]
console.log('init wave sprite')
this.nextWaveSprite = new this.assetsLib.WaveCleared()
this.stage.addChild(this.nextWaveSprite)
this.nextWaveSprite.x = 999
},
// change4 启动一轮外星人攻击的冲击波
startWave () {
this.energies = 120
this.waves.currentWave = this.waves.data[this.waves.nextWave]
this.waves.isActive = true
this.waves.enemiesSummoned = 0
},
// change 5
wavesCleared () {
this.waves.nextWave += 1
if (this.waves.nextWave >= this.waves.data.length) {
this.waves.nextWave = this.waves.data.length - 1
}
},
}
上面代码定义了外星人攻击冲击波的数据结构,其中定义了每一轮攻击过程中,外星人的种类和数量,在每一轮冲击波启动前,页面会出现“wave cleared”的字体显示特效,startWave启动新一轮冲击波流程,wavesCleared在冲击波结束后,负责清理页面和各种数据结构。接下来我们实现冲击波流程的动态效果:
// change 6
waveTick () {
if (!this.waves.isActive) {
return
}
if (this.cjs.Ticker.getTicks() % this.waves.currentWave.frequency === 0) {
// 依次把不同种类的外星人召唤出来
var accumunateTargetCount = 0
for (var i = 0, len = this.waves.enemySummonOrder.length; i < len; i++) {
var enemyType = this.waves.enemySummonOrder[i]
// 获得外星人个数
var targetCount = this.waves.currentWave[enemyType] || 0
accumunateTargetCount += targetCount
if (this.waves.enemiesSummoned < accumunateTargetCount) {
break
}
}
if (this.waves.enemiesSummoned >= accumunateTargetCount) {
this.waves.isActive = false
} else {
this.addEnemy(enemyType)
this.waves.enemiesSummoned += 1
}
}
},
tick () {
....
// change 9
this.wavesSpan.textContent = this.waves.nextWave + 1
this.boardTick()
// change 7
this.waveTick()
if (!this.waves.isActive && this.areEnemiesCleared()) {
this.boardLayer.isAddingBuilding = false
this.removeAllBuildings()
this.removeAllBullets()
this.wavesCleared()
// 显示字体动画
this.cjs.Tween.get(this.nextWaveSprite).to({x: this.canvas.width / 2, y: this.canvas.height / 2, alpha: 0}).to({alpha: 1.0}, 300).wait(1000).to({alpha: 0}, 300).to({x: 999})
this.startWave()
}
},
// change 8
removeAllBuildings () {
for (var i = 0; i < this.boardLayer.cols; i++) {
for (var j = 0; j < this.boardLayer.rows; j++) {
this.removeBuilding(this.boardLayer.buildingMap[i][j])
}
}
this.satelliteList = []
this.castleList = []
},
areEnemiesCleared () {
return this.enemyList.length === 0
},
removeAllBullets () {
this.bulletList.length = 0
this.effectLayer.removeAllChildren()
},
waveTick函数用于在冲击波进行的过程中不断的更新页面。每一轮冲击波有哪些种类的外星人已经外星人数量是多少,都是由wave.data中定义的数据决定的。waveTick的作用是把wave.data中定义的外星人种类和数量加载到页面上,然后刷新页面,实现页面动态效果。waveTick是在时钟函数tick中被调用的,在tick函数中,一旦判断到一轮冲击波结束时,他们把”wave cleared”的字体特效显示到页面上,就如开头图片展示的那样。removeAllBuildings和removeAllBullets负责在一轮冲击波结束时,将页面上的建筑物和飞翔的子弹清除掉。最后我们从资源库中将不停种类的外星人资源加载到浏览器里,并在合适的时候将他们描绘在页面上:
// change 9
enemy1 () {
console.log('enemy1')
var enemy1 = this.enemy()
enemy1.addChild(new this.assetsLib.Enemy1())
enemy1.attackSpeed = 50
enemy1.speed = enemy1.originalSpeed
enemy1.name = 'enemy1'
return enemy1
},
enemy2 () {
console.log('enemy2')
var enemy2 = this.enemy()
enemy2.addChild(new this.assetsLib.Enemy2())
enemy2.originalSpeed = 1.0
enemy2.attackSpeed = 40
enemy2.hp = 8
enemy2.deceleration = 0.008
enemy2.speed = enemy2.originalSpeed
enemy2.name = 'enemy2'
return enemy2
},
boss2 () {
var bossEnemy = this.enemy()
bossEnemy.addChild(new this.assetsLib.Boss2())
bossEnemy.originalSpeed = 0.2
bossEnemy.deceleration = 0.002
bossEnemy.hp = 300
bossEnemy.attackSpeed = 50
bossEnemy.name = 'boss'
return bossEnemy
},
enemy3 () {
console.log('enemy3')
var enemy3 = this.enemy()
enemy3.addChild(new this.assetsLib.Enemy3())
enemy3.originalSpeed = 3.0
enemy3.attackSpeed = 10
enemy3.hp = 8
enemy3.deceleration = 0.002
enemy3.speed = enemy3.originalSpeed
enemy3.name = 'enemy3'
return enemy3
},
完成上面代码后,我们就可以看到如开头第二幅图那样的,五花八门的外星人从天而降,我们在底部架起各种炮台和建筑打击外星人,整幅画面具有星球大战般的绚丽感。
更多技术信息,包括操作系统,编译器,面试算法,机器学习,人工智能,请关照我的公众号: