html游戏引擎,createJs框架

声明:本文为原创文章,如需转载,请注明来源WAxes,谢谢!

  createJs网上的中文教程挺少的,以前UC有个Xcanvas的论坛有createJs的详细教程,但是随着XCanvas团队的解散,那个网 站也关闭了。。网上的大部分都是非常基础的教程,有点千遍一律的感觉。所以楼主就去把createJs下载下来,硬着头皮看英文文档了。凭着楼主这英语六 级只考了三百多分的渣渣来说,看起来很费力啊,不过还是勉强摸索出了大概的用法。所以现在就是学了多少就记录多少,之后或许也会不定期更新一下该框架的新 的学习心得。毕竟对自己以后还是有帮助的。

  闲话说到这,直接进入主题。

  楼主用createJs写了个简单的跑酷游戏DEMO,就拿它做例子吧。 看DEMO戳我。

  createJs的由来,基础什么的就不说了,就直接说createJs的用法吧。

  接下来开始分析代码:

 

1.<script src='easeljs-0.7.1.min.js'></script>
2.<script src='preloadjs-0.4.1.min.js'></script>

 

01.function init(){
02.stage = new createjs.Stage('cas');
03.C_W = stage.canvas.width;
04.C_H = stage.canvas.height;
05. 
06.var manifest = [
07.{src:'image/man.png' , id:'man'},
08.{src:'image/ground.png' , id:'ground'},
09.{src:'image/bg.png' , id:'bg'},
10.{src:'image/high.jpg' , id:'high'},
11.{src:'image/coins.png' , id:'coin'}
12.]
13. 
14.loader = new createjs.LoadQueue(false);
15.loader.addEventListener('complete' , handleComplete);
16.loader.loadManifest(manifest);
17. 
18.drawLoading();
19.}

 

01.function handleComplete(){        //当图片素材load完后执行该方法
02.var manImage = loader.getResult('man'),
03.lowground = loader.getResult('ground'),
04.highground = loader.getResult('high'),
05.bgImage = loader.getResult('bg'),
06.coins = loader.getResult('coin');
07. 
08.sky = new createjs.Shape();
09.sky.graphics.bf(bgImage).drawRect(0,0,C_W,C_H);
10.sky.setTransform(001 , C_H/bgImage.height);
11.stage.addChild(sky);
12. 
13.man = createMan(200,326,manImage);
14. 
15.//该框为判定角色的判定区域
16.kuang = new createjs.Shape();
17.kuang.graphics.beginStroke('rgba(255,0,0,0.5)').drawRect(0 0 , man.size().w , man.picsize().h*1.5);
18.// stage.addChild(kuang);
19. 
20.mapHandle(lowground , highground , coins);
21. 
22.createjs.Ticker.timingMode = createjs.Ticker.RAF;//设置循环方法,可以是requestAnimationFrame或者是setTimeout
23.createjs.Ticker.setFPS(30);//舞台帧率控制
24.createjs.Ticker.addEventListener('tick', tick);//绑定舞台每一帧的逻辑发生函数
25. 
26.window.addEventListener('keydown' , function(event){
27.event = event||window.event;
28.if(event.keyCode===32&&man.jumpNum<man.jumpMax){
29.man.jump();
30.}
31.})
32.}

  然后进行舞台循环设置,上面有注释了,就不说了。

 

001.(function(w){
002.var FRAME_RATE = 13,    //精灵表播放速度
003.SCALE_X = 1.5,    //X轴缩放
004.SCALE_Y = 1.5,    //Y轴缩放
005.GRAVITY = 3,    //重力加速度
006.JUMP_SPEED = 2.6,        //垂直速度
007.WIDTH = 40,
008.HEIGHT = 96,
009.PICWIDTH = 64,
010.PICHEIGHT = 64,
011.PROPORTION = 150/1;  //游戏与实际的距离比例
012. 
013.var Man = function(x , y , img){
014.this.x = x;
015.this.y = y;
016.this.endy = y;
017.this.vx = 0.5;
018.this.vy = 0;
019.this.ground = [];
020.this.state = 'run';
021.this.jumpNum = 0;
022.this.jumpMax = 1;
023.this.init(img);
024.}
025. 
026.Man.prototype = {
027.constructors:Man,
028. 
029.init:function(img){
030.var manSpriteSheet = new createjs.SpriteSheet({  //实例化精灵表绘制器
031.'images':[img],
032.'frames':{'regX':0,'height':PICWIDTH,'count':45,'regY':1,'width':PICHEIGHT},
033.'animations':{
034.'run':{
035.frames:[21,20,19,18,17,16,15,14,13,12],    //精灵表每一帧的位置
036.next:'run',                    //当精灵表循环完后的下一步动作
037.speed:1,                      //精灵表播放速度
038.},
039.'jump':{
040.frames:[34,35,36,37,38,39,40,41,42,43],
041.next:'run',
042.speed:1,
043.},
044.'die':{
045.frames:[8,7,6,5,4,3,2,1,0],
046.next:'die',
047.speed:1,
048.}
049.}
050.});
051.this.sprite = new createjs.Sprite(manSpriteSheet , this.state);  //实例化精灵
052.this.sprite.framerate = FRAME_RATE;      //精灵表绘制速率
053.this.sprite.setTransform(this.x, this.y, SCALE_X, SCALE_Y);  //设置精灵的位置
054.stage.addChild(this.sprite);    //添加到舞台
055.},
056. 
057.update:function(){
058.var sprite = this.sprite;
059.var time = createjs.Ticker.getInterval()/1000;    //获取当前帧与上一帧的时间间隔
060. 
061.if(this.state==='run'){          
062.if(sprite.x<this.x){
063.sprite.x +=this.vx;
064.}else {
065.sprite.x = this.x
066.}
067.}
068.if(this.endy>sprite.y||this.state==='jump'){  //角色的动作处理
069.var nexty = sprite.y+time*this.vy*PROPORTION;
070.this.vy += time*GRAVITY;
071.sprite.y += time*this.vy*PROPORTION;
072.if(Math.abs(sprite.y-this.endy)<10&&this.vy>0){
073.this.state = 'run';
074.sprite.y=this.endy;
075.this.vy = 0;
076.}
077.}
078. 
079.if(sprite.x+(PICWIDTH*SCALE_X-WIDTH)/2<0||sprite.y>C_H+200){
080.this.die();
081.createjs.Ticker.reset();
082.alert('you are Die!');
083.}
084. 
085.switch(this.state){
086.case 'run':
087.this.jumpNum = 0;
088.break;
089.case 'die':
090.if(sprite.currentFrame===0){
091.sprite.paused = true;
092.}
093.break;
094.}
095.},
096. 
097.run:function(){
098.this.sprite.gotoAndPlay('run')
099.},
100. 
101.jump:function(){
102.this.vy = -JUMP_SPEED;
103.this.state = 'jump';
104.this.sprite.gotoAndPlay('jump');  //让精灵表播放特定的动画
105.this.jumpNum++;
106.},
107. 
108.die:function(){
109.this.state = 'die';
110.this.sprite.gotoAndPlay('die')
111.},
112. 
113.size:function(){
114.return {
115.w:WIDTH,
116.h:HEIGHT
117.}
118.},
119. 
120.picsize:function(){
121.return {
122.w:PICWIDTH,
123.h:PICHEIGHT
124.}
125.}
126.}
127. 
128.w.createMan = function(x , y , img){
129.return new Man(x , y , img)
130.};
131.})(window)

下面贴出封装的石头以及金币模块,简单说下背景的循环,预先实例化一堆石头和金币,然后移动响应的石头,当石头移动到超出舞台区域时,把他的visible属性置为false,再重新添加一个石头在最后的位置进行新的一次移动。

001.(function(w){
002.var SPEED = 4,
003.COIN_STAY_X = 20,
004.COIN_STAY_Y = 20,
005.COIN_STAY_WIDTH = 30,
006.COIN_STAY_HEIGHT = 30,
007.COIN_SCALE_X = 0.08,
008.COIN_SCALE_Y = 0.08;
009. 
010.//地上的石头类
011. 
012.var Stone = function(x,kind,allImage){
013.this.x = x;
014.this.kind = kind;
015.this.allImage = allImage;
016.this.init();
017.}
018. 
019.var sp = Stone.prototype;
020. 
021.sp.init=function(){
022.this.shape = new createjs.Shape();
023.if(this.kind!=='C'){
024.this.h = this.allImage[this.kind].height;
025.this.w = this.allImage[this.kind].width*2;
026.this.y = C_H - this.h;
027.this.shape.graphics.beginBitmapFill(this.allImage[this.kind]).drawRect(00this.w, this.h);
028.this.shape.setTransform(this.x, this.y, 11);
029.}else {
030.this.h = -1000;
031.this.w = 170;
032.this.y = C_H - this.h;
033.this.shape.graphics.beginFill('#000').drawRect(00this.w, this.h);
034.this.shape.setTransform(this.x, this.y, 11);
035.}
036.this.shape.visible = false;
037.this.shape.cache(0 0 this.w , this.h);
038.stage.addChild(this.shape);
039.}
040. 
041.sp.update=function(){
042.this.shape.x -= SPEED;
043.}
044. 
045.//金币类
046.var Coin = function(image){
047.this.sizeX = COIN_SCALE_X;
048.this.sizeY = COIN_SCALE_Y;
049. 
050.this.isget = false;
051.this.init = function(){
052.this.shape = new createjs.Shape();
053.this.shape.graphics.beginBitmapFill(image).drawRect(00, image.width, image.height);
054.this.shape.setTransform(00, COIN_SCALE_X, COIN_SCALE_Y);
055.this.shape.visible = false;
056.stage.addChild(this.shape);
057.}
058.this.init();
059. 
060.this.update = function(){
061.if(this.isget){
062.this.sizeX = this.sizeX + ((COIN_STAY_WIDTH/image.width) - this.sizeX)*0.1;
063.this.sizeY = this.sizeY + ((COIN_STAY_HEIGHT/image.height) - this.sizeY)*0.1;
064.this.shape.setTransform(
065.this.shape.x + (COIN_STAY_X - this.shape.x)*0.1,
066.this.shape.y + (COIN_STAY_Y - this.shape.y)*0.1,
067.this.sizeX,
068.this.sizeY
069.);
070. 
071.if(Math.abs(this.shape.x-COIN_STAY_X)<0.5&&Math.abs(this.shape.y-COIN_STAY_Y)<0.5){
072.this.shape.visible = false;
073.this.isget = false;
074.this.sizeX = COIN_SCALE_X;
075.this.sizeY = COIN_SCALE_Y;
076.this.shape.setTransform(0,0,this.sizeX,this.sizeY);
077.}
078.else{
079.this.shape.x -= SPEED;
080.if(this.shape.x<-image.width*COIN_SCALE_X){
081.this.shape.visible = false;
082.}
083.}
084.}
085. 
086.this.size = function(){
087.return {
088.w:image.width*COIN_SCALE_X,
089.h:image.height*COIN_SCALE_Y
090.}
091.}
092.}
093. 
094.w.createCoin = function(image){
095.return new Coin(image)
096.}
097. 
098.w.createStone = function(x,kind,allImage){
099.return new Stone(x,kind,allImage);
100.}
101.})(window)

最后是舞台逐帧处理的tick方法:

01.function tick(event){        //舞台逐帧逻辑处理函数
02.man.update();
03. 
04.kuang.x = man.sprite.x+(man.picsize().w*1.5-man.size().w)/2;    //参考框
05.kuang.y = man.sprite.y;
06. 
07.man.ground.length=0;
08.var cg = stoneHandle();
09. 
10.if(man.ground[0]&&!cg) {
11.man.ground.sort(function(a,b){return b.h-a.h});
12.man.endy = man.ground[0].y-man.picsize().h*1.5;
13.}
14. 
15.allCoins.forEach(function(cc , index){
16.if(cc.shape.visible){
17.if(
18.Math.abs((kuang.x+man.size().w/2) - (cc.shape.x+cc.size().w/2)) <= (man.size().w+cc.size().w)/2&&
19.Math.abs((kuang.y+man.size().h/2) - (cc.shape.y+cc.size().h/2)) <= (man.size().h+cc.size().h)/2&&
20.!cc.isget
21.){
22.cc.isget = true;
23.countCoin.innerHTML = parseInt(countCoin.innerHTML)+1
24.}
25.cc.update();
26.}
27.})
28. 
29.document.getElementById('showFPS').innerHTML = man.endy
30.stage.update(event)
31.}

在每一帧的处理,就像自己写游戏一样啦,就是把舞台里的所有对象逐个进行逻辑运算,进行相应处理。 

主页面:

 

001.<!doctype html>
002.<html lang='en'>
003.<head>
004.<meta charset='UTF-8'>
005.<style>
006./*#cas{margin:auto;display: block;}*/
007..view{width: 700px;height:500px;position: relative;}
008.#coins{width:90px;height: 70px;line-height: 70px;position:absolute;left:0px;top:0;padding-left: 60px;background:url(image/coins.png) no-repeat;background-size:30px 30px;background-position:20px 20px;font-size: 34px;color: #FFF;}
009.</style>
010.<title>跑酷游戏</title>
011.<script src='easeljs-0.7.1.min.js'></script>
012.<script src='preloadjs-0.4.1.min.js'></script>
013.<script src='person.js'></script>
014.<script src='otherThings.js'></script>
015.</head>
016.<body>
017.<div class='view'>
018.<canvas id='cas' width='700' height='500'>您的<a href="http://www.it165.net/edu/ewl/" target="_blank" class="keylink">浏览器</a>不支持canvas</canvas>
019.<div id='coins'>0</div>
020.</div>
021.<div id='showFPS' style='display: none;'></div>
022.<script>
023.var fps = document.getElementById('showFPS'),
024.countCoin = document.getElementById('coins');
025.var stage , C_W , C_H , loader;
026.var man , ground , sky;
027. 
028.function init(){
029.stage = new createjs.Stage('cas');
030.C_W = stage.canvas.width;
031.C_H = stage.canvas.height;
032. 
033.var manifest = [
034.{src:'image/man.png' , id:'man'},
035.{src:'image/ground.png' , id:'ground'},
036.{src:'image/bg.png' , id:'bg'},
037.{src:'image/high.jpg' , id:'high'},
038.{src:'image/coins.png' , id:'coin'}
039.]
040. 
041.loader = new createjs.LoadQueue(false);
042.loader.addEventListener('complete' , handleComplete);
043.loader.loadManifest(manifest);
044. 
045.drawLoading();
046.}
047. 
048.function drawLoading(){
049.var ctx = stage.canvas.getContext('2d');
050.ctx.textAlign = 'center';
051.ctx.textBaseline = 'middle';
052.ctx.fillStyle = '#000';
053.ctx.fillRect(0,0,C_W,C_H);
054.ctx.fillStyle = '#FFF';
055.ctx.font = '25px 微软雅黑';
056.ctx.fillText('Loading...',C_W/2,C_H/2)
057.}
058. 
059.//地图数据,mapData为石头数据,coinCode为金币数据
060.var mapData = [
061.'AAAACBBAAACABBAAACAABBBAAAABAAAAAACABCABCABCAAAABBBBBBAAAAACAAAAAAAAAAAABBBBBBAAAAAACACACACACAAAABBBBAAAAACAAAAAAAAAAAABBBBBBAAAAAACACACACACAABBAAAAAAABBA',
062.'AAAAAAAACAABAAAAAAAAAAAAAAABBBBBBCBBBBBBBBAAAAAAAAAAAAAAAAAAAAAAAAACACACACACACACACACACBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABBBBBBBBBBBBBCBCBCBCAAAAAAAAAAAAAAAAAA',
063.'AAAAAAAACAABAAAAAAAAAAAACACACACACACACACABAABABABABABABABACBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCABABACBCBCACACACACACACACACACACACACACACACACACACACACACAAAAAAAAAAAAAAAA'
064.],
065.coinCode = [
066.'--------##########----------------############-#--#---##############-----------------##########-#-#-#-#-#-#-#-##-------################-------------###',
067.'--#--#-------####----------##----###-----####-#--#---####-#-#-#-######------####------#####-#-#-#-#-#-#-#-##-------################---############--###',
068.'-------#--#-------####----------##----##--##############---------######------####------#####-#-#-#-#-#-#-#-##----------################-------------###'
069.]
070. 
071.function handleComplete(){        //当图片素材load完后执行该方法
072.var manImage = loader.getResult('man'),
073.lowground = loader.getResult('ground'),
074.highground = loader.getResult('high'),
075.bgImage = loader.getResult('bg'),
076.coins = loader.getResult('coin');
077. 
078.sky = new createjs.Shape();
079.sky.graphics.bf(bgImage).drawRect(0,0,C_W,C_H);
080.sky.setTransform(001 , C_H/bgImage.height);
081.stage.addChild(sky);
082. 
083.man = createMan(200,326,manImage);
084. 
085.//该框为判定角色的判定区域
086.kuang = new createjs.Shape();
087.kuang.graphics.beginStroke('rgba(255,0,0,0.5)').drawRect(0 0 , man.size().w , man.picsize().h*1.5);
088.// stage.addChild(kuang);
089. 
090.mapHandle(lowground , highground , coins);
091. 
092.createjs.Ticker.timingMode = createjs.Ticker.RAF;
093.createjs.Ticker.setFPS(30);
094.createjs.Ticker.addEventListener('tick', tick);
095. 
096.window.addEventListener('keydown' , function(event){
097.event = event||window.event;
098.if(event.keyCode===32&&man.jumpNum<man.jumpMax){
099.man.jump();
100.}
101.})
102.}
103. 
104. 
105.var mapIndex = 0,        //地图序列
106.Mix = 0,            //地图数组的索引
107.allStones = [],        //存放所有的石头
108.allCoins = [],        //所有金币
109.showSt = [];        //存放显示出来的石头
110. 
111.function mapHandle(lowground , highground , coins){        //初始化地图
112.allStones.length = 0;
113.var stoneImage = {'A':lowground , 'B':highground},kind = null;
114.for(var i=0;i<30;i++){            //把需要用到的石头预先放入容器中准备好
115.switch(i){
116.case 0:kind='A';break;
117.case 10:kind='B';break;
118.case 20:kind='C';break;
119.}
120.var st = createStone(C_W , kind , stoneImage);
121.allStones.push(st)
122.}
123. 
124.for(var i=0;i<10;i++){            //把需要用到的金币预先放入容器中
125.var coin = createCoin(coins);
126.allCoins.push(coin);
127.}
128. 
129.Mix = Math.floor(Math.random()*mapData.length);            //随机地图序列
130.for(var i=0;i<8;i++){
131.setStone(false)
132.}
133.}
134. 
135.function setStone(remove){        //添加陆地的石头
136.var arg = mapData[Mix].charAt(mapIndex),
137.coarg = coinCode[Mix].charAt(mapIndex),
138.cc = null;
139. 
140.if(coarg==='#'){
141.for(var i=0;i<allCoins.length;i++){
142.if(!allCoins[i].shape.visible){
143.cc = allCoins[i];
144.cc.shape.visible = true;
145.break;
146.}
147.}
148.}
149. 
150.for(var z=0;z<allStones.length;z++){
151.if(!allStones[z].shape.visible&&allStones[z].kind===arg){
152.var st = allStones[z];
153.st.shape.visible = true;
154.st.shape.x = showSt.length===0?0:showSt[showSt.length-1].shape.x+showSt[showSt.length-1].w;
155. 
156.if(cc){
157.cc.shape.x = showSt.length===0?allStones[z].w/2-cc.size().w/2:showSt[showSt.length-1].shape.x+showSt[showSt.length-1].w+allStones[z].w/2-cc.size().w/2;
158.cc.shape.y = arg==='C'? C_H-loader.getResult('high').height-50 : allStones[z].shape.y-cc.size().h/2-50;
159.}
160. 
161.if(remove) showSt.shift();
162.showSt.push(st);
163.break;
164.}
165.}
166. 
167.mapIndex++;
168.if(mapIndex>=mapData[Mix].length){
169.Mix = Math.floor(Math.random()*mapData.length)
170.mapIndex=0;
171.}
172.}
173. 
174.function tick(event){        //舞台逐帧逻辑处理函数
175.man.update();
176. 
177.kuang.x = man.sprite.x+(man.picsize().w*1.5-man.size().w)/2;    //参考框
178.kuang.y = man.sprite.y;
179. 
180.man.ground.length=0;
181.var cg = stoneHandle();
182. 
183.if(man.ground[0]&&!cg) {
184.man.ground.sort(function(a,b){return b.h-a.h});
185.man.endy = man.ground[0].y-man.picsize().h*1.5;
186.}
187. 
188.allCoins.forEach(function(cc , index){
189.if(cc.shape.visible){
190.if(
191.Math.abs((kuang.x+man.size().w/2) - (cc.shape.x+cc.size().w/2)) <= (man.size().w+cc.size().w)/2&&
192.Math.abs((kuang.y+man.size().h/2) - (cc.shape.y+cc.size().h/2)) <= (man.size().h+cc.size().h)/2&&
193.!cc.isget
194.){
195.cc.isget = true;
196.countCoin.innerHTML = parseInt(countCoin.innerHTML)+1
197.}
198.cc.update();
199.}
200.})
201. 
202.document.getElementById('showFPS').innerHTML = man.endy
203.stage.update(event)
204.}
205. 
206. 
207.function stoneHandle(){        //石头的逐帧处理  cg为判断当前角色的位置是否被阻挡,overStone是保存离开stage的石头块
208.var cg = false , overStone = null;
209.allStones.forEach(function(s){   //遍历石头,确定玩家落点
210.if(s.shape.visible){
211.s.update();
212. 
213.if(s.shape.visible&&s.shape.x<=-s.w){
214.overStone = s;
215.}
216. 
217.var juli = Math.abs((kuang.x+man.size().w/2)-(s.shape.x+s.w/2));
218.if(juli<=(man.size().w+s.w)/2 && man.ground.indexOf(s)===-1){
219.man.ground.push(s);
220. 
221.if((s.shape.x+s.w/2)>(kuang.x+man.size().w/2)&&s.y<(kuang.y+man.size().h-10)){
222.man.sprite.x = s.shape.x-man.picsize().w-8;
223.cg = true;
224.}
225.}
226.}
227.});
228.if(overStone) {
229.setStone(true);
230.overStone.shape.visible = false;
231.}
232. 
233.return cg;
234.}
235. 
236.init();
237.</script>
238.</body>
239.</html>


人物模块:

 


001.(function(w){
002.var FRAME_RATE = 13,    //精灵表播放速度
003.SCALE_X = 1.5,    //X轴缩放
004.SCALE_Y = 1.5,    //Y轴缩放
005.GRAVITY = 3,    //重力加速度
006.JUMP_SPEED = 2.6,        //垂直速度
007.WIDTH = 40,
008.HEIGHT = 96,
009.PICWIDTH = 64,
010.PICHEIGHT = 64,
011.PROPORTION = 150/1;  //游戏与实际的距离比例
012. 
013.var Man = function(x , y , img){
014.this.x = x;
015.this.y = y;
016.this.endy = y;
017.this.vx = 0.5;
018.this.vy = 0;
019.this.ground = [];
020.this.state = 'run';
021.this.jumpNum = 0;
022.this.jumpMax = 1;
023.this.init(img);
024.}
025. 
026.Man.prototype = {
027.constructors:Man,
028. 
029.init:function(img){
030.var manSpriteSheet = new createjs.SpriteSheet({
031.'images':[img],
032.'frames':{'regX':0,'height':PICWIDTH,'count':45,'regY':1,'width':PICHEIGHT},
033.'animations':{
034.'run':{
035.frames:[21,20,19,18,17,16,15,14,13,12],
036.next:'run',
037.speed:1,
038.},
039.'jump':{
040.frames:[34,35,36,37,38,39,40,41,42,43],
041.next:'run',
042.speed:1,
043.},
044.'die':{
045.frames:[8,7,6,5,4,3,2,1,0],
046.next:'die',
047.speed:1,
048.}
049.}
050.});
051.this.sprite = new createjs.Sprite(manSpriteSheet , this.state);
052.this.sprite.framerate = FRAME_RATE;
053.this.sprite.setTransform(this.x, this.y, SCALE_X, SCALE_Y);
054.stage.addChild(this.sprite);
055.},
056. 
057.update:function(){
058.var sprite = this.sprite;
059.var time = createjs.Ticker.getInterval()/1000;
060. 
061.if(this.state==='run'){
062.if(sprite.x<this.x){
063.sprite.x +=this.vx;
064.}else {
065.sprite.x = this.x
066.}
067.}
068.if(this.endy>sprite.y||this.state==='jump'){
069.var nexty = sprite.y+time*this.vy*PROPORTION;
070.this.vy += time*GRAVITY;
071.sprite.y += time*this.vy*PROPORTION;
072.if(Math.abs(sprite.y-this.endy)<10&&this.vy>0){
073.this.state = 'run';
074.sprite.y=this.endy;
075.this.vy = 0;
076.}
077.}
078. 
079.if(sprite.x+(PICWIDTH*SCALE_X-WIDTH)/2<0||sprite.y>C_H+200){
080.this.die();
081.createjs.Ticker.reset();
082.alert('you are Die!');
083.}
084. 
085.switch(this.state){
086.case 'run':
087.this.jumpNum = 0;
088.break;
089.case 'die':
090.if(sprite.currentFrame===0){
091.sprite.paused = true;
092.}
093.break;
094.}
095.},
096. 
097.run:function(){
098.this.sprite.gotoAndPlay('run')
099.},
100. 
101.jump:function(){
102.this.vy = -JUMP_SPEED;
103.this.state = 'jump';
104.this.sprite.gotoAndPlay('jump');
105.this.jumpNum++;
106.},
107. 
108.die:function(){
109.this.state = 'die';
110.this.sprite.gotoAndPlay('die')
111.},
112. 
113.size:function(){
114.return {
115.w:WIDTH,
116.h:HEIGHT
117.}
118.},
119. 
120.picsize:function(){
121.return {
122.w:PICWIDTH,
123.h:PICHEIGHT
124.}
125.}
126.}
127. 
128.w.createMan = function(x , y , img){
129.return new Man(x , y , img)
130.};
131.})(window)


物品模块:

 


001.(function(w){
002.var SPEED = 4,
003.COIN_STAY_X = 20,
004.COIN_STAY_Y = 20,
005.COIN_STAY_WIDTH = 30,
006.COIN_STAY_HEIGHT = 30,
007.COIN_SCALE_X = 0.08,
008.COIN_SCALE_Y = 0.08;
009. 
010.//地上的石头类
011. 
012.var Stone = function(x,kind,allImage){
013.this.x = x;
014.this.kind = kind;
015.this.allImage = allImage;
016.this.init();
017.}
018. 
019.var sp = Stone.prototype;
020. 
021.sp.init=function(){
022.this.shape = new createjs.Shape();
023.if(this.kind!=='C'){
024.this.h = this.allImage[this.kind].height;
025.this.w = this.allImage[this.kind].width*2;
026.this.y = C_H - this.h;
027.this.shape.graphics.beginBitmapFill(this.allImage[this.kind]).drawRect(00this.w, this.h);
028.this.shape.setTransform(this.x, this.y, 11);
029.}else {
030.this.h = -1000;
031.this.w = 170;
032.this.y = C_H - this.h;
033.this.shape.graphics.beginFill('#000').drawRect(00this.w, this.h);
034.this.shape.setTransform(this.x, this.y, 11);
035.}
036.this.shape.visible = false;
037.this.shape.cache(0 0 this.w , this.h);
038.stage.addChild(this.shape);
039.}
040. 
041.sp.update=function(){
042.this.shape.x -= SPEED;
043.}
044. 
045.//金币类
046.var Coin = function(image){
047.this.sizeX = COIN_SCALE_X;
048.this.sizeY = COIN_SCALE_Y;
049. 
050.this.isget = false;
051.this.init = function(){
052.this.shape = new createjs.Shape();
053.this.shape.graphics.beginBitmapFill(image).drawRect(00, image.width, image.height);
054.this.shape.setTransform(00, COIN_SCALE_X, COIN_SCALE_Y);
055.this.shape.visible = false;
056.stage.addChild(this.shape);
057.}
058.this.init();
059. 
060.this.update = function(){
061.if(this.isget){
062.this.sizeX = this.sizeX + ((COIN_STAY_WIDTH/image.width) - this.sizeX)*0.1;
063.this.sizeY = this.sizeY + ((COIN_STAY_HEIGHT/image.height) - this.sizeY)*0.1;
064.this.shape.setTransform(
065.this.shape.x + (COIN_STAY_X - this.shape.x)*0.1,
066.this.shape.y + (COIN_STAY_Y - this.shape.y)*0.1,
067.this.sizeX,
068.this.sizeY
069.);
070. 
071.if(Math.abs(this.shape.x-COIN_STAY_X)<0.5&&Math.abs(this.shape.y-COIN_STAY_Y)<0.5){
072.this.shape.visible = false;
073.this.isget = false;
074.this.sizeX = COIN_SCALE_X;
075.this.sizeY = COIN_SCALE_Y;
076.this.shape.setTransform(0,0,this.sizeX,this.sizeY);
077.}
078.else{
079.this.shape.x -= SPEED;
080.if(this.shape.x<-image.width*COIN_SCALE_X){
081.this.shape.visible = false;
082.}
083.}
084.}
085. 
086.this.size = function(){
087.return {
088.w:image.width*COIN_SCALE_X,
089.h:image.height*COIN_SCALE_Y
090.}
091.}
092.}
093. 
094.w.createCoin = function(image){
095.return new Coin(image)
096.}
097. 
098.w.createStone = function(x,kind,allImage){
099.return new Stone(x,kind,allImage);
100.}
101.})(window)
posted @ 2015-08-01 16:21  请叫我Summer  阅读(1214)  评论(0编辑  收藏  举报