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Step by Step 使用HTML5开发一个星际大战游戏(2)

HTML5 Canvas Game: 玩家飞船

 本系列博文翻译自以下文章

http://blog.sklambert.com/html5-canvas-game-the-player-ship/

Languages: HTML5, JavaScript
Code: https://github.com/straker/galaxian-canvas-game/tree/master/part2

2.玩家飞船

上节,我们讲述了背景滚动的实现,本节我们来实现一下玩家飞船的移动和子弹的发射。

首先让我们看一下本次教程的效果,如果界面没有反应,确认您鼠标点击了下面的界面。

控制: 移动 – 上下左右箭头
射击 – 空格键

<iframe src="http://blog.sklambert.com/wp-content/uploads/2012/09/space_shooter_part_two.html" width="650" height="410"></iframe>

 

The HTML Page

再次,我们先看html页面代码:

<!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>

 

与上一节的html文件相比,一些地方放生了变化,这里我们使用了3个画布(canvas),一个用来画背景,一个用来画飞船,一个用来画子弹和敌机,这样做的好处是我们不用每次都重绘游戏的每一帧。通过css定义了这三个图层的z序。

 

Drawable

首先,Drawable对象的init方法需要改变,代码如下:

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

因为我们的图像不再充满整个画布,所以我们补充了width, height 2个属性。

The imageRepository

图像仓库对象,也有改动,代码如下:

/** * 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 = "http://www.mamicode.com/imgs/bg.png";    this.spaceship.src = "http://www.mamicode.com/imgs/ship.png";    this.bullet.src = "http://www.mamicode.com/imgs/bullet.png";}
加载三张图片,背景,飞船,子弹。三张图片都加载完成后,调用window.init();开始游戏。

玩家飞船

接下来我们将讨论飞船的移动和子弹的发射。

首先,我们先了解一个新的数据结构,对象池。

对于一些可能需要被频繁创建和销毁的对象,我们可以将其缓存起来,重复使用,以减少系统的开销,提高游戏运行的速度,这里我们的子弹就属于这种对象。

/** * 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;        }    };}

 当对象池被初始化时,建立了一个给定个数的子弹对象数组,每当需要一个新的子弹的时候,对象池查看数组的最后一个元素,看该元素是否当前被占用。如果被占用,说明当前对象池已经满了,无法产生新子弹;如果没被占用,

取出最后一个子弹元素,放到数组的最前面。这样使得对象池中总是后面部分存放着待使用的子弹,而前面存放着正在使用的子弹(屏幕上看到的)。

当对象池animates子弹的时候,判断当前子弹是否还在屏幕中(draw方法返回false),如果draw方法返回true,说明该子弹已经脱离屏幕区域,可以被回收供再利用)。

现在对象池对象已经准备好,我们开始创建子弹对象,如下面代码:

/** * 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();
子弹对象初始化状态设置alive为false,子弹对象包含三个方法spawn,draw和clear,仔细看draw方法可以看到if (this.y <= 0 - this.height),代表子弹已经在屏幕中消失,这里返回的true。

脏矩形

在刚才的draw方法中,我们使用了一个被称作脏矩形的技术,我们仅仅清除(clearRect)子弹前一瞬间的矩形区域,而不是整个屏幕。如果子弹离开了屏幕,draw方法返回true,指示该子弹对象可以被再回收;否则我们重绘它。

脏矩形的使用是我们开始创建3个画布的原因。如果我们只有一个画布,我们不得不在每一帧中,重绘所有的对象,屏幕背景,子弹,飞船。如果我们使用2个画布,背景一个画布,子弹和飞船共用一个,那么子弹每一帧将被重绘,而飞船只有移动的时候才被重绘,如果子弹和飞船发生重叠,子弹的区域的清除将使得飞船不再完整,直到我们移动飞船,这将大大地影响可视效果。所以这里我们采用3个画布。

飞船对象

我们最后要创建的是飞船对象,代码如下:

/** * 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();

 

飞船对象设置自己的移动速度为3, 子弹对象池大小为30,开火帧率为15。

KEY_STATUS对象的代码如下:

// The keycodes that will be mapped when a user presses a button.// Original code by Doug McInnesKEY_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;  }}
最后的步骤

最后我们需要更新游戏对象以及动画功能,代码如下:

 /** * 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();}

 

 

 

Step by Step 使用HTML5开发一个星际大战游戏(2)