欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页  >  web前端

html5游戏开发-简单*

程序员文章站 2022-04-01 19:58:37
...
本游戏使用的是html5的canvas,运行游戏需要浏览器支持html5。

使用开源引擎:lufylegend.js,

lufylegend.js引擎包内包含这个demo,请直接下载lufylegend.js引擎,查看引擎包内源码

lufylegend.js引擎下载地址

http://lufylegend.com/lufylegend

游戏截图

html5游戏开发-简单*

游戏测试地址

http://fsanguo.comoj.com/html5/slot/index.html

游戏结构

index.html

js文件夹|---Main.js

    |---Reel.js

images文件夹|--图片

游戏代码:

Main.js

init(50,"mylegend",600,600,main);

var loadingLayer;
var backLayer;
var stopLayer;
var startLayer;
var loadIndex = 0;
var imglist = {};
var btnup,btndown,btnleft,btnright;
var imgData = new Array();

var mapImgList = new Array();
var mapmoveflag = "";
var MOVE_STEP = 10;

var combination = new Array([1,1,5], [1,2,4], [1,5,1], [2,1,4], [2,3,3], [2,4,1], [2,5,4], [3,1,2], [3,4,3], [3,5,5],
 [4,1,2], [4,2,3], [4,5,1], [4,5,5], [5,1,1], [5,2,4], [5,3,2], [5,5,1], [1,1,1], [1,1,1]);
var reels = new Array();
var kakes = new Array();
//停止ボタン参照用配列
var stopBtn = new Array();
var start;
var win;
function main(){
	imgData.push({name:"stop_up",path:"./images/slot_stop_up.png"});
	imgData.push({name:"stop_over",path:"./images/slot_stop_over.png"});
	imgData.push({name:"start",path:"./images/slot_start.jpg"});
	imgData.push({name:"kake",path:"./images/slot_kake.png"});
	imgData.push({name:"slot_back",path:"./images/slot_back.jpg"});
	imgData.push({name:"slot_ok",path:"./images/slot_ok.png"});
	imgData.push({name:"item1",path:"./images/1.png"});
	imgData.push({name:"item2",path:"./images/2.png"});
	imgData.push({name:"item3",path:"./images/3.png"});
	imgData.push({name:"item4",path:"./images/4.png"});
	imgData.push({name:"item5",path:"./images/5.png"});
	imgData.push({name:"item6",path:"./images/6.png"});
	loadingLayer = new LSprite();
	loadingLayer.graphics.drawRect(1,"black",[50, 200, 200, 20],true,"#ffffff");
	addChild(loadingLayer);
	loadImage();
}
function loadImage(){
	if(loadIndex >= imgData.length){
		removeChild(loadingLayer);
		legendLoadOver();
		gameInit();
		return;
	}
	loader = new LLoader();
	loader.addEventListener(LEvent.COMPLETE,loadComplete);
	loader.load(imgData[loadIndex].path,"bitmapData");
}
function loadComplete(event){
	loadingLayer.graphics.clear();
	loadingLayer.graphics.drawRect(1,"black",[50, 200, 200, 20],true,"#ffffff");
	loadingLayer.graphics.drawRect(1,"black",[50, 203, 200*(loadIndex/imgData.length), 14],true,"#000000");
	imglist[imgData[loadIndex].name] = loader.content;
	loadIndex++;
	loadImage();
}
function gameInit(event){
	var i,j,bitmap,bitmapdata,childmap;
	
	backLayer = new LSprite();
	addChild(backLayer);

	bitmapdata = new LBitmapData(imglist["slot_back"]);
	bitmap = new LBitmap(bitmapdata);
	backLayer.addChild(bitmap);
	
	stopLayer = new LSprite();
	addChild(stopLayer);
	for(i=0;i<3;i++){
		var reel = new Reel(combination,i);
		reel.x = 150 * i + 90;
		reel.y = 225;
		reels.push(reel);
		addChild(reel);
		var kake = new LBitmap(new LBitmapData(imglist["kake"]));
		kake.x = 150 * i + 90;
		kake.y = 225;
		kakes.push(kake);
		addChild(kake);
		var stop = new LButton(new LBitmap(new LBitmapData(imglist["stop_up"])),new LBitmap(new LBitmapData(imglist["stop_over"])));
		stop.x = 150 * i + 110;
		stop.y = 490;
		stop.index = i;
		stopBtn.push(stop);
		stop.visible = false;
		stop.addEventListener(LMouseEvent.MOUSE_UP, stopevent);
		addChild(stop);
	}

	startLayer = new LSprite();
	addChild(startLayer);
	start = new LButton(new LBitmap(new LBitmapData(imglist["start"])),new LBitmap(new LBitmapData(imglist["start"])));
	start.x = 55;
	start.y = 450;
	startLayer.addChild(start);
	start.addEventListener(LMouseEvent.MOUSE_UP, onmouseup);
	
	
	win = new LButton(new LBitmap(new LBitmapData(imglist["slot_ok"])),new LBitmap(new LBitmapData(imglist["slot_ok"])));
	startLayer.addChild(win);
	win.visible = false;
	win.addEventListener(LMouseEvent.MOUSE_UP, winclick);
	
	backLayer.addEventListener(LEvent.ENTER_FRAME,onframe);
}
function onframe(){
	var i;
	for(i=0;i<3;i++){
		reels[i].onframe();
	}
}
function stopevent(event,currentTarget){
	reels[currentTarget.index].stopFlag = true;
}
function onmouseup(event){
	var i;
	var stopNum = Math.floor(Math.random()*(combination.length/3));
	start.visible = false;
	for(i=0;i<3;i++){
		stopBtn[i].visible = true;
		reels[i].startReel = true;
		reels[i].stopFlag = false;
		reels[i].stopNum = stopNum;
	}
}
function winclick(){
	win.visible = false;
	start.visible = true;
}
function checkWin(){
	var i;
	var allstop = 0;
	for(i=0;i<3;i++){
		if(!reels[i].startReel)allstop++;
	}
	if(allstop >= 3){
		for(i=0;i<3;i++){
			stopBtn[i].visible = false;
		}
		
		if(reels[0].stopNum >= 19){
			win.visible = true;
		}else{
			start.visible = true;
		}
	}
}

Reel.js

function Reel(combination,index){
	base(this,LSprite,[]);
	var self = this;

	//-------------------------------------------
	//実行側から操作可能なプロパティの初期設定
	//-------------------------------------------
	self.maxSpeed = 70;
	self.minSpeed = 10;
	self.currentNum = 1;
	self.stopNum = 0;
	self.maxNum = 6;
	self.speedUpStep = 2;
	self.speedDownStep = 2;
	self.combination = combination;
	self.stopFlag = true;
	self.currentSpeed = 0;
	self.startReel = false;
	self.index = index;
	//-------------------------------------------
	//準備
	//-------------------------------------------
	self.reels = [];
	self.indexs = [0,0,0,0];
	self.reels.push(new LBitmap(self.getReel()));
	self.reels.push(new LBitmap(self.getReel()));
	self.reels.push(new LBitmap(self.getReel()));
	self.reels.push(new LBitmap(self.reels[0].bitmapData));
	
	
	var i,sy;
	self.reels[0].height = 60;
	self.reels[0].bitmapData.height = self.reels[0].height;
	self.reels[0].bitmapData.setCoordinate(0,80-self.reels[0].height);
	self.reels[2].height = 60;
	self.reels[2].bitmapData.height = self.reels[2].height;
	self.reels[3].visible = false;
	sy = 0;
	for(i=0;i<self.reels.length;i++){
		self.reels[i].y = sy;
		sy += self.reels[i].height;
		self.addChild(self.reels[i]);
	}
	//self.startReel = true;
	//self.stopFlag = false;
}
Reel.prototype.onframe = function (){
	var self = this;

	if(self.startReel)self.wheel();
};
Reel.prototype.getReel = function (){
	var self = this;
	if(self.currentNum > self.maxNum)self.currentNum = 1;
	self.indexs[0] = self.currentNum;

	self.indexs.pop();
	self.indexs.unshift(self.currentNum);
	var nextReel = new LBitmapData(imglist["item"+self.currentNum++]);
	return nextReel;
};
Reel.prototype.wheel = function (){
	var self = this;
	
	//回転速度の調節
	if (self.stopFlag) {
		//スピードダウン
		if (self.currentSpeed > self.minSpeed) {
			self.currentSpeed -= self.speedDownStep;
		} else {
			self.currentSpeed = self.minSpeed;
		}
	} else {
		//スピードアップ
		if (self.currentSpeed < self.maxSpeed) {
			self.currentSpeed += self.speedUpStep;
		} else {
			self.currentSpeed = self.maxSpeed;
		}
	}
	if(self.stopFlag && self.currentSpeed <= self.minSpeed && 
	self.indexs[1] == self.combination[self.stopNum][self.index] && self.reels[1].y + self.currentSpeed > 60){
		self.currentSpeed = 60 - self.reels[1].y; 
		self.startReel = false;
		
	}
	self.setY();
	if(!self.startReel)checkWin();
};
Reel.prototype.setY = function(){
	var self = this;
	self.reels[1].y += self.currentSpeed;
	if(self.reels[1].y + self.reels[1].height > 200){
		self.reels[1].height = 200 - self.reels[1].y;
		self.reels[1].bitmapData.height = self.reels[1].height;
	}
	if(self.reels[1].y > 80){
		self.reels[0].height = 80;
		self.reels[0].y = self.reels[1].y - 80;
	}else{
		self.reels[0].height = self.reels[1].y;
		self.reels[0].y = 0;
	}
	self.reels[0].bitmapData.height = self.reels[0].height;
	self.reels[0].bitmapData.setCoordinate(0,80-self.reels[0].height);
	
	self.reels[2].y = self.reels[1].y + self.reels[1].height;
	
	if(self.reels[2].y > 200){
		self.reels[2].visible = false;
	}else if(self.reels[2].y + 80 > 200){
		self.reels[2].height = 200 - self.reels[2].y;
		self.reels[2].bitmapData.height = self.reels[2].height;
	}else{
		self.reels[3].y = self.reels[2].y + self.reels[2].height;
		if(self.reels[3].y < 200){
			self.reels[3].height = 200 - self.reels[3].y;
			self.reels[3].bitmapData.height = self.reels[3].height;
		}
	}
	
	if(self.reels[0].y > 0){
		var child = self.reels.pop();
		child.bitmapData = self.getReel();
		child.visible = true;
		self.reels.unshift(child);
		child.y = 0;
		child.height = self.reels[1].y;
		child.bitmapData.height = child.height;
		child.bitmapData.setCoordinate(0,80-child.height);
	}
	if(self.reels[3].y >= 200){
		self.reels[3].visible = false;
	}
};

index.html

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>slot</title>	
<meta name="viewport" content="width=480,initial-scale=0.5" />
<script type="text/javascript" src="../legend/legend.js"></script> 
<script type="text/javascript" src="./js/Reel.js"></script> 
<script type="text/javascript" src="./js/Main.js"></script> 
</head>
<body>
<p id="mylegend">loading……</p>

</body>
</html>

以上就是html5游戏开发-简单*的内容,更多相关内容请关注PHP中文网(www.php.cn)!