HTML5游戏制做彻底指南javascript
简介java
你想使用HTML5的Canvas制做一款游戏吗?跟着这个教程,你将马上上道儿。canvas
阅读该教程须要至少熟悉javascript相关知识。浏览器
你能够先玩这款游戏或者直接阅读文章而且下载游戏源码。app
建立画布dom
在画任何东西以前,咱们必须建立一个画布。由于这是彻底指南,而且咱们将用到jQuery.ide
var CANVAS_WIDTH = 480;动画
var CANVAS_HEIGHT = 320;this
var canvasElement = $("<canvas width='" + CANVAS_WIDTH +spa
"' height='" + CANVAS_HEIGHT + "'></canvas>");
var canvas = canvasElement.get(0).getContext("2d");
canvasElement.appendTo('body');
游戏循环
为了呈现给玩家连贯流畅的游戏动画,咱们要频繁地渲染画布来欺骗玩家的眼睛。
var FPS = 30;
setInterval(function() {
update();
draw();
}, 1000/FPS);
如今咱们先无论update和draw里面的实现,重要的是咱们要知道setInterval()会周期性的执行update和draw
Hello world
如今咱们已经搭建好了一个循环的架子,咱们去修改update和draw方法来写一些文字到屏幕。
function draw() {
canvas.fillStyle = "#000"; // Set color to black
canvas.fillText("Sup Bro!", 50, 50);
}
专家提醒: 当你稍微更改了一些代码的时候就执行一下程序,这样能够更快的找到程序出错地方。
静止文字正常的显示出来了。由于咱们已经有了循环,因此咱们能够很容易地让文字动起来~~~
var textX = 50;
var textY = 50;
function update() {
textX += 1;
textY += 1;
}
function draw() {
canvas.fillStyle = "#000";
canvas.fillText("Sup Bro!", textX, textY);
}
执行程序。若是你一步一步照着上面作下来,能够看到文字移动。可是上一次的文字却还留在屏幕上,由于咱们没有擦除画布。如今咱们在draw方法中加入擦除方法。
function draw() {
canvas.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
canvas.fillStyle = "#000";
canvas.fillText("Sup Bro!", textX, textY);
}
如今你能够看到文字在屏幕上移动了,它已经算是一个真正意义上的游戏,只不过是个半成品。
建立player
建立一个包含player全部信息的对象,而且要有draw方法。这里建立了一个简单的对象包含了全部的player信息。
var player = {
color: "#00A",
x: 220,
y: 270,
width: 32,
height: 32,
draw: function() {
canvas.fillStyle = this.color;
canvas.fillRect(this.x, this.y, this.width, this.height);
}
};
咱们如今用一个纯色的矩形来表明player.当咱们把它加入游戏当中的时候,咱们须要清除画布而且画上player.
function draw() {
canvas.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
player.draw();
}
键盘控制
使用jQuery Hotkeys
jQuery Hotkeys plugin在处理键盘行为的时候,能够更加容易的兼容不一样的浏览器。让开发者不用由于不一样浏览器之间的keyCode andcharCode不一样而苦恼,咱们这样绑定事件:
$(document).bind("keydown", "left", function() { ... });
移动player
function update() {
if (keydown.left) {
player.x -= 2;
}
if (keydown.right) {
player.x += 2;
}
}
是否是感受移动不够快?那么咱们来提升它的移动速度。
function update() {
if (keydown.left) {
player.x -= 5;
}
if (keydown.right) {
player.x += 5;
}
player.x = player.x.clamp(0, CANVAS_WIDTH - player.width);
}
咱们能够很容易的添加其余元素,好比炮弹:
function update() {
if (keydown.space) {
player.shoot();
}
if (keydown.left) {
player.x -= 5;
}
if (keydown.right) {
player.x += 5;
}
player.x = player.x.clamp(0, CANVAS_WIDTH - player.width);
}
player.shoot = function() {
console.log("Pew pew");
// :) Well at least adding the key binding was easy...
};
添加更多游戏元素
炮弹
咱们开始真正意义上的添加炮弹,首先,咱们须要一个集合来存储它:
var playerBullets = [];
而后,咱们须要一个构造器来建立炮弹:
function Bullet(I) {
I.active = true;
I.xVelocity = 0;
I.yVelocity = -I.speed;
I.width = 3;
I.height = 3;
I.color = "#000";
I.inBounds = function() {
return I.x >= 0 && I.x <= CANVAS_WIDTH &&
I.y >= 0 && I.y <= CANVAS_HEIGHT;
};
I.draw = function() {
canvas.fillStyle = this.color;
canvas.fillRect(this.x, this.y, this.width, this.height);
};
I.update = function() {
I.x += I.xVelocity;
I.y += I.yVelocity;
I.active = I.active && I.inBounds();
};
return I;
}
当玩家开火,咱们须要向集合中添加炮弹:
player.shoot = function() {
var bulletPosition = this.midpoint();
playerBullets.push(Bullet({
speed: 5,
x: bulletPosition.x,
y: bulletPosition.y
}));
};
player.midpoint = function() {
return {
x: this.x + this.width/2,
y: this.y + this.height/2
};
};
修改update和draw方法,实现开火:
function update() {
...
playerBullets.forEach(function(bullet) {
bullet.update();
});
playerBullets = playerBullets.filter(function(bullet) {
return bullet.active;
});
}
function draw() {
...
playerBullets.forEach(function(bullet) {
bullet.draw();
});
}
敌人
enemies = [];
function Enemy(I) {
I = I || {};
I.active = true;
I.age = Math.floor(Math.random() * 128);
I.color = "#A2B";
I.x = CANVAS_WIDTH / 4 + Math.random() * CANVAS_WIDTH / 2;
I.y = 0;
I.xVelocity = 0
I.yVelocity = 2;
I.width = 32;
I.height = 32;
I.inBounds = function() {
return I.x >= 0 && I.x <= CANVAS_WIDTH &&
I.y >= 0 && I.y <= CANVAS_HEIGHT;
};
I.draw = function() {
canvas.fillStyle = this.color;
canvas.fillRect(this.x, this.y, this.width, this.height);
};
I.update = function() {
I.x += I.xVelocity;
I.y += I.yVelocity;
I.xVelocity = 3 * Math.sin(I.age * Math.PI / 64);
I.age++;
I.active = I.active && I.inBounds();
};
return I;
};
function update() {
...
enemies.forEach(function(enemy) {
enemy.update();
});
enemies = enemies.filter(function(enemy) {
return enemy.active;
});
if(Math.random() < 0.1) {
enemies.push(Enemy());
}
};
function draw() {
...
enemies.forEach(function(enemy) {
enemy.draw();
});
}
使用图片
player.sprite = Sprite("player");
player.draw = function() {
this.sprite.draw(canvas, this.x, this.y);
};
function Enemy(I) {
...
I.sprite = Sprite("enemy");
I.draw = function() {
this.sprite.draw(canvas, this.x, this.y);
};
...
}
碰撞检测
function collides(a, b) {
return a.x < b.x + b.width &&
a.x + a.width > b.x &&
a.y < b.y + b.height &&
a.y + a.height > b.y;
}
function handleCollisions() {
playerBullets.forEach(function(bullet) {
enemies.forEach(function(enemy) {
if (collides(bullet, enemy)) {
enemy.explode();
bullet.active = false;
}
});
});
enemies.forEach(function(enemy) {
if (collides(enemy, player)) {
enemy.explode();
player.explode();
}
});
}
function update() {
...
handleCollisions();
}
function Enemy(I) {
...
I.explode = function() {
this.active = false;
// Extra Credit: Add an explosion graphic
};
return I;
};
player.explode = function() {
this.active = false;
// Extra Credit: Add an explosion graphic and then end the game
};
加入声音
function Enemy(I) {
...
I.explode = function() {
this.active = false;
// Extra Credit: Add an explosion graphic
};
return I;
};
player.explode = function() {
this.active = false;
// Extra Credit: Add an explosion graphic and then end the game
};