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     }