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用仿ActionScript的语法来编写html5——第三篇,鼠标事件与游戏

2016-08-17 14:11:21 admin 返回上一页

 

第三篇,鼠标事件与游戏人物移动

用仿ActionScript的语法来编写html5——第一篇,

用仿ActionScript的语法来编写html5——第二篇,利用Sprite来实现动画

 

一,假设

假设,所有可添加鼠标事件的对象,都有一个mouseEvent方法,添加的鼠标事件同过这个mouseEvent来调用。

这样的话,添加鼠标事件,其实只需要给canvas添加一个鼠标事件,然后循环LGlobal类里的childList,即循环所有的可视对象,如果被添加了鼠标事件,那么就调用它相应的方法。

二,实现

1,给LGlobal类追加mouseEvent方法,然后修改LGlobal类的setCanvas,实现canvas的鼠标事件的添加与调用

 

LGlobal.setCanvas = function (id,width,height){ 

    LGlobal.canvasObj = document.getElementById(id); 

    if(width)LGlobal.canvasObj.width = width; 

    if(height)LGlobal.canvasObj.height = height; 

    LGlobal.width = LGlobal.canvasObj.width; 

    LGlobal.height = LGlobal.canvasObj.height; 

    LGlobal.canvas = LGlobal.canvasObj.getContext("2d"); 

     

    LEvent.addEventListener(LGlobal.canvasObj,LMouseEvent.MOUSE_DOWN,function(event){ 

        LGlobal.mouseEvent(event,LMouseEvent.MOUSE_DOWN); 

    }); 

}  

LGlobal.mouseEvent = function(event,type){ 

    var key; 

    for(key in LGlobal.childList){ 

        if(LGlobal.childList[key].mouseEvent){ 

            LGlobal.childList[key].mouseEvent(event,type); 

        } 

    } 

 

2,给LSprite类添加mouseList数组,用来保存所添加的鼠标事件,然后添加mouseEvent方法

mouseEvent方法中,我们需要做2个处理,

1),判断自己是否添加了鼠标事件,如果没有添加,则循环它的childList

2),如果添加了鼠标事件,判断自己是否被点击,LSprite虽说意义上是可视类,但是其实目前它本身是不可见的,可见的是它上面的Bitmap,准确点说,是这个Bitmap类中的BitmapData,更准确点说,是这个BitmapData中的Image,所以判断自己是否被点击,需要判断的是LSprite中的childList中的可视对象是否被点击,如果被点击,则调用相应的方法

 

mouseEvent:function (event,type,cood){ 

        if(cood==null)cood={x:0,y:0}; 

        var self = this; 

        if(self.mouseList.length == 0){ 

            for(key in self.childList){ 

                if(self.childList[key].mouseEvent){ 

                    self.childList[key].mouseEvent(event,type,{x:self.x+cood.x,y:self.y+cood.y}); 

                } 

            } 

            return; 

        } 

        if(self.childList.length == 0)return; 

        var key; 

        var isclick = false; 

        for(key in self.childList){ 

            isclick = self.childList[key].ismouseon(event,{x:self.x+cood.x,y:self.y+cood.y}); 

            if(isclick)break; 

        } 

        if(isclick){ 

            for(key in self.mouseList){ 

                var obj = self.mouseList[key]; 

                if(obj.type == type){ 

                    event.selfX = event.offsetX - (self.x+cood.x); 

                    event.selfY = event.offsetY - (self.y+cood.y); 

                    event.currentTarget = self; 

                    obj.listener(event); 

                } 

            } 

            return; 

        } 

         

    }, 

    ismouseon:function(event,cood){ 

        var self = this; 

        var key; 

        var isclick = false; 

        for(key in self.childList){ 

            isclick = self.childList[key].ismouseon(event,{x:self.x+cood.x,y:self.y+cood.y}); 

            if(isclick)break; 

        } 

        return isclick; 

    } 

 

 

ismouseon方法,用来判断自己是否被点击

LBitmap类中也需要判断是否自己被点击,所以添加ismouseon

 

ismouseon:function(event,cood){ 

        var self = this; 

        if(event.offsetX >= self.x + cood.x && event.offsetX <= self.x + cood.x + self.width &&  

            event.offsetY >= self.y + cood.y && event.offsetY <= self.y + cood.y + self.height){ 

            return true; 

        }else{ 

            return false; 

        } 

    } 

 

 

添加鼠标事件的时候,模仿ActionScript的语法

 

backLayer.addEventListener(LMouseEvent.MOUSE_DOWN, onmousedown); 

 

 

 

 

下面,准备一张地图,一个人物行走图,用鼠标事件来控制人物的走动,

 

init(80,"back",800,480,main); 

 

 

var list = new Array(); 

var index = 0; 

var backLayer; 

//地图 

var mapimg; 

//人物 

var playerimg; 

var loader 

var imageArray; 

var animeIndex = 0; 

var dirindex = 0; 

var dirarr = new Array({x:0,y:1},{x:-1,y:0},{x:1,y:0},{x:0,y:-1},{x:-1,y:1},{x:1,y:1},{x:-1,y:-1},{x:1,y:-1}); 

var dirmark = {"0,1":0,"-1,0":1,"1,0":2,"0,-1":3,"-1,1":4,"1,1":5,"-1,-1":6,"1,-1":7}; 

 

 

//移动目标 

var toX = 0; 

var toY = 0; 

function main(){ 

     

    loader = new LLoader(); 

    loader.addEventListener(LEvent.COMPLETE,loadBitmapdata); 

    loader.load("back.jpg","bitmapData"); 

function loadBitmapdata(event){ 

    var bitmapdata = new LBitmapData(loader.content); 

    mapimg = new LBitmap(bitmapdata); 

    loader = new LLoader(); 

    loader.addEventListener(LEvent.COMPLETE,loadOver); 

    loader.load("1.png","bitmapData"); 

function loadOver(event){ 

    var bitmapdata = new LBitmapData(loader.content,0,0,70,92); 

    imageArray = LGlobal.divideCoordinate(bitmapdata.image.width,bitmapdata.image.height,8,8); 

    document.getElementById("inittxt").innerHTML=""; 

    playerimg = new LBitmap(bitmapdata); 

    playerimg.bitmapData.setCoordinate(0,0); 

    index = 0; 

    backLayer = new LSprite(); 

    addChild(backLayer); 

    backLayer.addChild(mapimg); 

    backLayer.addChild(playerimg); 

    backLayer.addEventListener(LEvent.ENTER_FRAME, onframe) 

    backLayer.addEventListener(LMouseEvent.MOUSE_DOWN, onmousedown); 

 

 

function onframe(){ 

    index++; 

    if(index >= imageArray[0].length){ 

        index = 0; 

    } 

    var markx = 0,marky = 0; 

    var l = 3; 

    if(playerimg.x > toX){ 

        playerimg.x -= l; 

        markx = -1; 

    }else if(playerimg.x < toX){ 

        playerimg.x += l; 

        markx = 1; 

    } 

    if(playerimg.y > toY){ 

        playerimg.y -= l; 

        marky = -1; 

    }else if(playerimg.y < toY){ 

        playerimg.y += l; 

        marky = 1; 

    } 

    if(markx !=0 || marky != 0){ 

        var mark = markx+","+marky; 

        dirindex = dirmark[mark]; 

    } 

    playerimg.bitmapData.setCoordinate(imageArray[dirindex][index].x,imageArray[dirindex][index].y); 

function onmousedown(event){ 

    toX = parseInt(event.selfX/3)*3; 

    toY = parseInt(event.selfY/3)*3; 

 

 

 

 

看一下成果吧

http://fsanguo.comoj.com/html5/jstoas02/index.html

 


摘自 lufy小屋
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