创建游戏图层#gamecanvas(游戏图层)、#scorescreen(得分显示图层)、#gamestartscreen(游戏开始图层)、#levelselectscreen(关卡选择图层)、#loadingscreen(资源加载图层)、#endingscreen(游戏结束图层)所有图层共用.gamelayer,所有图层放于#gamecontainer中。
解决动画函数requestanimationframe兼容性问题:
1 (function(){
2 var vendors = ['o','webkit','moz','ms'];
3 var lastTime = 0;
4 for(var i=0; i<vendors.length&&!window.requestAnimationFrame; i++){
//循环检测当前浏览器支持的方法名
5 window.requestAnimationFrame = window[vendors[i]+'requestAnimationFrame'];
//将不同浏览器动画函数名统一
6 window.cancelAnimationFrame = window[vendors[i]+'CancelAnimationFrame']||
7 window[vendors[i]+'CancelRequestAnimationFrame'];
8 }
9 if(!window.requestAnimationFrame){
//检测浏览器是否支持动画函数
10 window.requestAnimationFrame =function (callback,element) {
11 var currTime = new Date().getTime();
12 var timeToCall = Math.max(0,16-(currTime-lastTime));
//理想刷新率为60hz(每1/60秒重绘一次),不断尝试修正刷新率。
13 var id = window.setTimeout(callback(),timeToCall);
//timeToCall为0时各浏览器将采用最小调用单位时间。
14 lastTime =currTime+timeToCall;
//执行后的时间。
15 return id;
16 }
17 }
18 if (!window.cancelAnimationFrame){
19 window.cancelAnimationFrame = function(id){
20 clearTimeout(id);
21 }
22 }
23
24 }());
构建资源加载器:
1 var loader = {
2 totalCount : 0,
3 loadedCount : 0,
4 loaded : true,
5 soundFileExtn:'mp3',
6 init:function(){
7 var audio = new Audio();
8 if(audio.canPlayType){
9 loader.soundFileExtn = audio.canPlayType('audio/mpeg')?'.mp3':
10 audio.canPlayType('audio/ogg')?'.ogg':undefined;
11 }
12 },
13 loadImg:function (url) {
14 loader.totalCount++;
15 loader.loaded = false;
16 $('#loadingscreen').show();
17 var img =new Image();
18 img.src = url;
19 img.onload = loader.itemLoaded;
20 return img;
21 },
22 loadSound:function (url) {
23 loader.totalCount++;
24 loader.loaded = false;
25 $('#loadingscreen').show();
26 var audio =new Audio();
27 audio.src = url;
28 audio.addEventListener("canplaythrough",loader.itemLoaded,false);
29 return audio;
30 },
31 itemLoaded:function () {
//某单个资源加载完成后触发该函数
32 loader.loadedCount++;
33 $('#loadingmessage').html('loaded: '+loader.loadedCount+' of '+loader.totalCount)
34 if (loader.totalCount == loader.loadedCount){
//判断是否已全部加载完
35 loader.loaded = true;
36 $('#loadingscreen').hide();
37 }
38 if (loader.onload){
39 loader.onload();
40 }
41 }
42 }
创建关卡加载器:
1 var level = {
2 data:[
//创建data数组存储各关卡数据
3 {
4 foreground:'desert-foreground',
5 background:'clouds-background',
6 },
7 {
8 foreground:'desert-foreground',
9 background:'clouds-background',
10 },
11 {
12 foreground:'desert-foreground',
13 background:'clouds-background',
14 }
15 ],
16 init:function () {
17 var html='';
18 for(var i =0; i<level.data.length; i++){
19 html +='<input type="button" value="'+(i+1)+'">';
20 };
21 $('#levelselectscreen').html(html);
22 $('#levelselectscreen input').click(function () {
23 level.load(this.value-1);
//加载各关卡数据。
24 $('#levelselectscreen').hide();
25 })
26 },
27 load:function (number) {
28 game.score = 0;
29 $('#score').html("score:"+game.score);
30 game.currtLevel.foregroundImage = loader.loadImg("img/backgrounds/"+level.data[number].foreground+".png");
31 game.currtLevel.backgroundImage = loader.loadImg("img/backgrounds/"+level.data[number].background+".png");
32 //将当前关卡中的数据存储到game.currtLevel对象中。
game.slingshotImage = loader.loadImg("img/slingshot.png");
33 game.slingshotFrontImage = loader.loadImg("img/slingshot-front.png");
34 if (loader.loaded){
35 game.start();
//当前关卡数据加载完成后执行game.start()。
36 } else{
37 loader.onload = game.start();
38 }
39 }
40 }
构建鼠标对象:
1 var mouse = {
2 x:0,
3 y:0,
4 down:false,
5 dragging:false,
6 init:function(){
//为在#gamecanvas上的鼠标事件绑定监听函数
7 $('#gamecanvas').mousemove(mouse.mousemovehandler);
8 $('#gamecanvas').mousedown(mouse.mousedownhandler);
9 $('#gamecanvas').mouseup(mouse.mouseuphandler);
10 $('#gamecanvas').mouseout(mouse.mouseuphandler);
11 },
12 mousemovehandler:function (ev) {
13 var offset = $('#gamecanvas').offset();
14 mouse.x = ev.pageX - offset.left;
15 mouse.y = ev.pageY - offset.right;
//获取鼠标在画布中的坐标
16 if(mouse.down){
//判断是否点击并移动
17 mouse.dragging = true;
18 }
19 },
20 mousedownhandler:function (ev) {
21 mouse.down = true;
22 mouse.downX = mouse.x;
23 mouse.downY = mouse.y;
24 ev.originalEvent.preventDefault();
25 },
26 mouseuphandler:function () {
27 mouse.down = false;
28 mouse.dragging = false;
29 }
30 }
构建game对象
初始化init( ):调用loader对象初始化函数检测浏览器支持的音频格式;
调用level对象初始化函数获取内部定义的关卡数据,加载出#levelselectscreen关卡按钮并为按钮绑定关卡资源加载函数,对应关卡资源加载完毕调用game对象的start函数;
调用mouse对象初始化函数为鼠标行为绑定处理函数;
获取#gamecanvas绘制上下文;
为game对象创建start函数
1 start:function () {
2 $('.gamelayer').hide();
3 $('#gamecanvas').show();
4 $('#scorescreen').show();
5 game.mode = "intro";
//进入'intro'状态
6 game.ended = false;
7 game.animateFrame = window.requestAnimationFrame(game.animate,game.canvas);
//执行game.animate函数,开始过场动画
8 }
为game对象创建animate函数
1 animate:function () {
2 game.handlePanning();
//确定game.offsetLeft大小和“方向”
3 game.context.drawImage(game.currtLevel.backgroundImage,game.offsetLeft/4,0,640,480,0,0,640,480);
4 game.context.drawImage(game.currtLevel.foregroundImage,game.offsetLeft,0,640,480,0,0,640,480);
//动态绘制背景图
5 game.context.drawImage(game.slingshotImage,game.slingshotX,game.slingshotY);
6 game.context.drawImage(game.slingshotFrontImage,game.slingshotX,game.slingshotY);
7 if(!game.ended){
//若游戏未结束不断重绘
8 game.animateFrame = window.requestAnimationFrame(game.animate,game.canvas);
9 }
10 }
为game对象创建handlePanning函数
1 handlePanning:function(){
//通过game.mode游戏状态确定移动方式并切换游戏状态
2 if(game.mode == "intro"){
3 if(game.panTo(700)){
//“激活”,判断当前是否移动到指定位置并进入下一个游戏状态
4 game.mode = "load-next-hero";
5 };
6 }
7 if(game.mode == "wait-for-firing"){
8 if(mouse.dragging){
9 game.panTo(mouse.x+game.offsetLeft);
10 }else {
11 game.panTo(game.slingshotX);
12 }
13 }
14 if(game.mode == "load-next-hero"){
15 game.panTo(game.slingshotX);
16 game.mode == "wait-for-firing";
17 }
18
19 }
为game对象创建panTo函数
1 panTo:function(newcenter){
2 if(Math.abs(newcenter-game.offsetLeft-game.canvas.width/4)>0 && game.offsetLeft >= game.minoffset&&
3 game.offsetLeft <= game.maxoffset){
//判断当前中心位置是否位于两临界点间或在制定中心位置附近
4 var deltaX = Math.round((newcenter-game.offsetLeft-game.canvas.width/4)/2);
//初步确定单次移动量和移动方向
5 if (Math.abs(deltaX)>game.maxspeed){
//控制在maxspeed中
6 deltaX = game.maxspeed*Math.abs(deltaX)/deltaX;
7 }
8 console.log("deltaX="+deltaX);
9 game.offsetLeft += deltaX;
10 console.log("game.offsetLeft="+game.offsetLeft);
11 }else{
//完成指定中心位移return 结果停止位移(动画)
12 return true;
13 }
14 if (game.offsetLeft < game.minoffset) {
//超过零界点重置
15 game.offsetLeft = game.minoffset;
16 return true;
17 }
18 if (game.offsetLeft > game.maxoffset) {
19 game.offsetLeft = game.maxoffset;
20 return true;
21 }
22 return false;
23 }