Step by Step 使用HTML5開發一個星際大戰遊戲(2)

HTML5 Canvas Game: 玩家飛船

Languages: HTML5, JavaScript
Code: https://github.com/straker/galaxian-canvas-game/tree/master/part2javascript

.玩家飛船

上節,咱們講述了背景滾動的實現,本節咱們來實現一下玩家飛船的移動和子彈的發射。css

首先讓咱們看一下本次教程的效果,若是界面沒有反應,確認您鼠標點擊了下面的界面。html

控制: 移動 – 上下左右箭頭
射擊 – 空格鍵html5

 

再次,咱們先看html頁面代碼:java

<!DOCTYPE html>
<html>
    <head>
        <title>Space Shooter Demo</title>
        <style>
            canvas {
                position: absolute;
                top: 0px;
                left: 0px;
                background: transparent;
            }
            #background {
                z-index: -2;
            }
            #main {
                z-index: -1;
            }
            #ship {
                z-index: 0;
            }
        </style>
    </head>
    <body>
        <!-- The canvas for the panning background -->
        <canvas id="background" width="600" height="360">
            Your browser does not support canvas. Please try again with a different browser.
        </canvas>
        <!-- The canvas for all enemy ships and bullets -->
        <canvas id="main" width="600" height="360">
        </canvas>
        <!-- The canvas the ship uses (can only move up
         one forth the screen.) -->
        <canvas id="ship" width="600" height="360">
        </canvas>
        <script src="space_shooter_part_two.js"></script>
    </body>
</html>

 

與上一節的html文件相比,一些地方放生了變化,這裏咱們使用了3個畫布(canvas),一個用來畫背景,一個用來畫飛船,一個用來畫子彈和敵機,這樣作的好處是咱們不用每次都重繪遊戲的每一幀。經過css定義了這三個圖層的z序。git

 

首先,Drawable對象的init方法須要改變,代碼以下:github

function Drawable() {
    this.init = function(x, y, width, height) {
        // Defualt variables
        this.x = x;
        this.y = y;
        this.width = width;
        this.height = height;
    }
}

由於咱們的圖像再也不充滿整個畫布,因此咱們補充了width, height 2個屬性。canvas

圖像倉庫對象,也有改動,代碼以下:數組

/**
 * Define an object to hold all our images for the game so images
 * are only ever created once. This type of object is known as a
 * singleton.
 */
var imageRepository = new function() {
    // Define images
    this.background = new Image();
    this.spaceship = new Image();
    this.bullet = new Image();
    // Ensure all images have loaded before starting the game
    var numImages = 3;
    var numLoaded = 0;
    function imageLoaded() {
        numLoaded++;
        if (numLoaded === numImages) {
            window.init();
        }
    }
    this.background.onload = function() {
        imageLoaded();
    }
    this.spaceship.onload = function() {
        imageLoaded();
    }
    this.bullet.onload = function() {
        imageLoaded();
    }
    // Set images src
    this.background.src = "imgs/bg.png";
    this.spaceship.src = "imgs/ship.png";
    this.bullet.src = "imgs/bullet.png";
}
window.init();開始遊戲。加載三張圖片,背景,飛船,子彈。三張圖片都加載完成後,調用

飛船

接下來咱們將討論飛船的移動和子彈的發射。緩存

首先,咱們先了解一個新的數據結構,對象池。

對於一些可能須要被頻繁建立和銷燬的對象,咱們能夠將其緩存起來,重複使用,以減小系統的開銷,提升遊戲運行的速度,這裏咱們的子彈就屬於這種對象。

/**
 * Custom Pool object. Holds Bullet objects to be managed to prevent
 * garbage collection.
 */
function Pool(maxSize) {
    var size = maxSize; // Max bullets allowed in the pool
    var pool = [];
    /*
     * Populates the pool array with Bullet objects
     */
    this.init = function() {
        for (var i = 0; i < size; i++) {
            // Initalize the bullet object
            var bullet = new Bullet();
            bullet.init(0,0, imageRepository.bullet.width,
                        imageRepository.bullet.height);
            pool[i] = bullet;
        }
    };
    /*
     * Grabs the last item in the list and initializes it and
     * pushes it to the front of the array.
     */
    this.get = function(x, y, speed) {
        if(!pool[size - 1].alive) {
            pool[size - 1].spawn(x, y, speed);
            pool.unshift(pool.pop());
        }
    };
    /*
     * Used for the ship to be able to get two bullets at once. If
     * only the get() function is used twice, the ship is able to
     * fire and only have 1 bullet spawn instead of 2.
     */
    this.getTwo = function(x1, y1, speed1, x2, y2, speed2) {
        if(!pool[size - 1].alive &&
           !pool[size - 2].alive) {
                this.get(x1, y1, speed1);
                this.get(x2, y2, speed2);
             }
    };
    /*
     * Draws any in use Bullets. If a bullet goes off the screen,
     * clears it and pushes it to the front of the array.
     */
    this.animate = function() {
        for (var i = 0; i < size; i++) {
            // Only draw until we find a bullet that is not alive
            if (pool[i].alive) {
                if (pool[i].draw()) {
                    pool[i].clear();
                    pool.push((pool.splice(i,1))[0]);
                }
            }
            else
                break;
        }
    };
}

 當對象池被初始化時,創建了一個給定個數的子彈對象數組,每當須要一個新的子彈的時候,對象池查看數組的最後一個元素,看該元素是否當前被佔用。若是被佔用,說明當前對象池已經滿了,沒法產生新子彈;若是沒被佔用,

取出最後一個子彈元素,放到數組的最前面。這樣使得對象池中老是後面部分存放着待使用的子彈,而前面存放着正在使用的子彈(屏幕上看到的)。

當對象池animates子彈的時候,判斷當前子彈是否還在屏幕中(draw方法返回false),若是draw方法返回true,說明該子彈已經脫離屏幕區域,能夠被回收供再利用)。

如今對象池對象已經準備好,咱們開始建立子彈對象,以下面代碼:

/**
 * Creates the Bullet object which the ship fires. The bullets are
 * drawn on the "main" canvas.
 */
function Bullet() {
    this.alive = false; // Is true if the bullet is currently in use
    /*
     * Sets the bullet values
     */
    this.spawn = function(x, y, speed) {
        this.x = x;
        this.y = y;
        this.speed = speed;
        this.alive = true;
    };
    /*
     * Uses a "drity rectangle" to erase the bullet and moves it.
     * Returns true if the bullet moved off the screen, indicating that
     * the bullet is ready to be cleared by the pool, otherwise draws
     * the bullet.
     */
    this.draw = function() {
        this.context.clearRect(this.x, this.y, this.width, this.height);
        this.y -= this.speed;
        if (this.y <= 0 - this.height) {
            return true;
        }
        else {
            this.context.drawImage(imageRepository.bullet, this.x, this.y);
        }
    };
    /*
     * Resets the bullet values
     */
    this.clear = function() {
        this.x = 0;
        this.y = 0;
        this.speed = 0;
        this.alive = false;
    };
}
Bullet.prototype = new Drawable();
子彈對象初始化狀態設置alive爲false,子彈對象包含三個方法spawn,draw和clear,仔細看draw方法能夠看到if (this.y <= 0 - this.height),表明子彈已經在屏幕中消失,這裏返回的true。

矩形

在剛纔的draw方法中,咱們使用了一個被稱做髒矩形的技術,咱們僅僅清除(clearRect)子彈前一瞬間的矩形區域,而不是整個屏幕。若是子彈離開了屏幕,draw方法返回true,指示該子彈對象能夠被再回收;不然咱們重繪它。

髒矩形的使用是咱們開始建立3個畫布的緣由。若是咱們只有一個畫布,咱們不得不在每一幀中,重繪全部的對象,屏幕背景,子彈,飛船。若是咱們使用2個畫布,背景一個畫布,子彈和飛船共用一個,那麼子彈每一幀將被重繪,而飛船隻有移動的時候才被重繪,若是子彈和飛船發生重疊,子彈的區域的清除將使得飛船再也不完整,直到咱們移動飛船,這將大大地影響可視效果。因此這裏咱們採用3個畫布。

對象

咱們最後要建立的是飛船對象,代碼以下:

/**
 * Create the Ship object that the player controls. The ship is
 * drawn on the "ship" canvas and uses dirty rectangles to move
 * around the screen.
 */
function Ship() {
    this.speed = 3;
    this.bulletPool = new Pool(30);
    this.bulletPool.init();
    var fireRate = 15;
    var counter = 0;
    this.draw = function() {
        this.context.drawImage(imageRepository.spaceship, this.x, this.y);
    };
    this.move = function() {
        counter++;
        // Determine if the action is move action
        if (KEY_STATUS.left || KEY_STATUS.right ||
            KEY_STATUS.down || KEY_STATUS.up) {
            // The ship moved, so erase it's current image so it can
            // be redrawn in it's new location
            this.context.clearRect(this.x, this.y, this.width, this.height);
            // Update x and y according to the direction to move and
            // redraw the ship. Change the else if's to if statements
            // to have diagonal movement.
            if (KEY_STATUS.left) {
                this.x -= this.speed
                if (this.x <= 0) // Keep player within the screen
                    this.x = 0;
            } else if (KEY_STATUS.right) {
                this.x += this.speed
                if (this.x >= this.canvasWidth - this.width)
                    this.x = this.canvasWidth - this.width;
            } else if (KEY_STATUS.up) {
                this.y -= this.speed
                if (this.y <= this.canvasHeight/4*3)
                    this.y = this.canvasHeight/4*3;
            } else if (KEY_STATUS.down) {
                this.y += this.speed
                if (this.y >= this.canvasHeight - this.height)
                    this.y = this.canvasHeight - this.height;
            }
            // Finish by redrawing the ship
            this.draw();
        }
        if (KEY_STATUS.space && counter >= fireRate) {
            this.fire();
            counter = 0;
        }
    };
    /*
     * Fires two bullets
     */
    this.fire = function() {
        this.bulletPool.getTwo(this.x+6, this.y, 3,
                               this.x+33, this.y, 3);
    };
}
Ship.prototype = new Drawable();

 

飛船對象設置本身的移動速度爲3, 子彈對象池大小爲30,開火幀率爲15。

KEY_STATUS對象的代碼以下:

// The keycodes that will be mapped when a user presses a button.
// Original code by Doug McInnes
KEY_CODES = {
  32: 'space',
  37: 'left',
  38: 'up',
  39: 'right',
  40: 'down',
}
// Creates the array to hold the KEY_CODES and sets all their values
// to false. Checking true/flase is the quickest way to check status
// of a key press and which one was pressed when determining
// when to move and which direction.
KEY_STATUS = {};
for (code in KEY_CODES) {
  KEY_STATUS[ KEY_CODES[ code ]] = false;
}
/**
 * Sets up the document to listen to onkeydown events (fired when
 * any key on the keyboard is pressed down). When a key is pressed,
 * it sets the appropriate direction to true to let us know which
 * key it was.
 */
document.onkeydown = function(e) {
  // Firefox and opera use charCode instead of keyCode to
  // return which key was pressed.
  var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
  if (KEY_CODES[keyCode]) {
    e.preventDefault();
    KEY_STATUS[KEY_CODES[keyCode]] = true;
  }
}
/**
 * Sets up the document to listen to ownkeyup events (fired when
 * any key on the keyboard is released). When a key is released,
 * it sets teh appropriate direction to false to let us know which
 * key it was.
 */
document.onkeyup = function(e) {
  var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
  if (KEY_CODES[keyCode]) {
    e.preventDefault();
    KEY_STATUS[KEY_CODES[keyCode]] = false;
  }
}
的步驟

最後咱們須要更新遊戲對象以及動畫功能,代碼以下:

 /**
 * Creates the Game object which will hold all objects and data for
 * the game.
 */
function Game() {
    /*
     * Gets canvas information and context and sets up all game
     * objects.
     * Returns true if the canvas is supported and false if it
     * is not. This is to stop the animation script from constantly
     * running on browsers that do not support the canvas.
     */
    this.init = function() {
        // Get the canvas elements
        this.bgCanvas = document.getElementById('background');
        this.shipCanvas = document.getElementById('ship');
        this.mainCanvas = document.getElementById('main');
        // Test to see if canvas is supported. Only need to
        // check one canvas
        if (this.bgCanvas.getContext) {
            this.bgContext = this.bgCanvas.getContext('2d');
            this.shipContext = this.shipCanvas.getContext('2d');
            this.mainContext = this.mainCanvas.getContext('2d');
            // Initialize objects to contain their context and canvas
            // information
            Background.prototype.context = this.bgContext;
            Background.prototype.canvasWidth = this.bgCanvas.width;
            Background.prototype.canvasHeight = this.bgCanvas.height;
            Ship.prototype.context = this.shipContext;
            Ship.prototype.canvasWidth = this.shipCanvas.width;
            Ship.prototype.canvasHeight = this.shipCanvas.height;
            Bullet.prototype.context = this.mainContext;
            Bullet.prototype.canvasWidth = this.mainCanvas.width;
            Bullet.prototype.canvasHeight = this.mainCanvas.height;
            // Initialize the background object
            this.background = new Background();
            this.background.init(0,0); // Set draw point to 0,0
            // Initialize the ship object
            this.ship = new Ship();
            // Set the ship to start near the bottom middle of the canvas
            var shipStartX = this.shipCanvas.width/2 - imageRepository.spaceship.width;
            var shipStartY = this.shipCanvas.height/4*3 + imageRepository.spaceship.height*2;
            this.ship.init(shipStartX, shipStartY, imageRepository.spaceship.width,
                           imageRepository.spaceship.height);
            return true;
        } else {
            return false;
        }
    };
    // Start the animation loop
    this.start = function() {
        this.ship.draw();
        animate();
    };
}
/**
 * The animation loop. Calls the requestAnimationFrame shim to
 * optimize the game loop and draws all game objects. This
 * function must be a gobal function and cannot be within an
 * object.
 */
function animate() {
    requestAnimFrame( animate );
    game.background.draw();
    game.ship.move();
    game.ship.bulletPool.animate();
}
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