想要作网页游戏怎么办 ?PixiJs 篇(三)

这是我参与更文挑战的第7天,活动详情查看: 更文挑战javascript

很久没记录过博客了,原本想五一写一下的,结果太忙了html

本文是继上一次断章的《想要作网页游戏怎么办 ?PixiJs 篇(二)》后续篇


java

正文开始

上一篇中实现的效果是动画精灵出现了,可是尚未将动画精灵和键盘行走结合起来canvas

在这里插入图片描述

在动画精灵生成以后,能够为精灵添加状态属性,由于精灵是由4x4的雪碧图构成的,因此按照雪碧图进行分析,精灵能够分为4种状态,分别是向下、向左、向右、向上数组

关于精灵的状态能够经过中文网进行简单了解:Pixi.js中文网markdown

也能够看这篇文章:blog.csdn.net/FE_dev/arti…app

在这里插入图片描述

在雪碧图中,其实包含了4种静态状态和4种动态状态ide

  • 精灵的静态状态定义精灵在不移动时的四个位置
  • 精灵的动画状态定义了精灵移动时的四个动做序列

在这里插入图片描述

下面使用states去定义这些状态函数

// 设置一个states对象字面量属性
jujin.states = {
	down: 0,
	left: 4,
	right: 8,
	up: 12,
	walkDown: [0, 3],
	walkLeft: [4, 7],
	walkRight: [8, 11],
	walkUp: [12, 15]	
};
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使用sprite.show(sprite.states.静止状态);能够只显示精灵某一静止状态 使用sprite.playAnimation(sprite.states.动做状态);语句能够将只显示精灵某一动做状态oop

好比使用如下代码测试:

// 设置一个states对象字面量属性
jujin.states = {
    down: 0,
    left: 4,
    right: 8,
    up: 12,
    walkDown: [0, 3],
    walkLeft: [4, 7],
    walkRight: [8, 11],
    walkUp: [12, 15]
};
// jujin.show(jujin.states.left);
jujin.playAnimation(jujin.states.walkUp);
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效果: 在这里插入图片描述


目前已经将精灵的动做效果告一段落

接下来将键盘事件添加进入 关于键盘移动的方法我使用的是中文网提供的keyboard方法

此方法能够监听并捕获键盘事件。 使用起来也很方便:let keyObject = keyboard(keyValue); 能够为keyboard对象定义press和release方法

keyObject.press = () => {
  //key object pressed
};
keyObject.release = () => {
  //key object released
};
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使用unsubscribe方法删除事件监听器keyObject.unsubscribe();

下面是keyboard方法代码

// 键盘函数
function keyboard(value) {
  let key = {};
  key.value = value;
  key.isDown = false;
  key.isUp = true;
  key.press = undefined;
  key.release = undefined;
  //The `downHandler`
  key.downHandler = event => {
    if (event.key === key.value) {
      if (key.isUp && key.press) key.press();
      key.isDown = true;
      key.isUp = false;
      event.preventDefault();
    }
  };

  //The `upHandler`
  key.upHandler = event => {
    if (event.key === key.value) {
      if (key.isDown && key.release) key.release();
      key.isDown = false;
      key.isUp = true;
      event.preventDefault();
    }
  };

  //Attach event listeners
  const downListener = key.downHandler.bind(key);
  const upListener = key.upHandler.bind(key);
  
  window.addEventListener(
    "keydown", downListener, false
  );
  window.addEventListener(
    "keyup", upListener, false
  );
  
  // Detach event listeners
  key.unsubscribe = () => {
    window.removeEventListener("keydown", downListener);
    window.removeEventListener("keyup", upListener);
  };
  
  return key;
}
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接下来须要多添加一个按键判断方法keyMove,使用asdw控制:

this.keyMove(jujin)
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// 键盘控制移动
keyMove(person) {
    let left = keyboard('a'), up = keyboard('w'), right = keyboard('d'), down = keyboard('s');
    left.press = () => {
        // 按键按下使用动做状态
        person.playAnimation(person.states.walkLeft);
        person.vx = -2;
        person.vy = 0;
    };
    left.release = () => {
    	// 中止动做状态
        person.stopAnimation();
        // 每次按键抬起时使用静止状态
        person.show(person.states.left);
        person.vx = 0;
        person.vy = 0;
    };
    right.press = () => {
        person.playAnimation(person.states.walkRight);
        person.vx = 2;
        person.vy = 0;
    };
    right.release = () => {
        person.stopAnimation();
        person.show(person.states.right);
        person.vx = 0;
        person.vy = 0;
    };
    up.press = () => {
        person.playAnimation(person.states.walkUp);
        // person.show(person.states.up);
        person.vx = 0;
        person.vy = -2;
    };
    up.release = () => {
        person.stopAnimation();
        person.show(person.states.up);
        person.vx = 0;
        person.vy = 0;
    };
    down.press = () => {
        person.playAnimation(person.states.walkDown);
        // person.show(person.states.down);
        person.vx = 0;
        person.vy = 2;
    };
    down.release = () => {
        person.stopAnimation();
        person.show(person.states.down);
        person.vx = 0;
        person.vy = 0;
    };
},
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对了,在使用时要记得加上精灵的运动

this.app.ticker.add(()=> this.gameLoop(jujin ));
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gameLoop(person){
    person.x += person.vx;
    person.y += person.vy;
},
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这样操做以后,就能够达到键盘控制精灵运动的效果了 在这里插入图片描述

完整代码以下:

<template>
    <div id="animation"></div>
</template>

<script> import * as pixi from 'pixi.js' // 键盘函数 function keyboard(value) { let key = {}; key.value = value; key.isDown = false; key.isUp = true; key.press = undefined; key.release = undefined; //The `downHandler` key.downHandler = event => { if (event.key === key.value) { if (key.isUp && key.press) key.press(); key.isDown = true; key.isUp = false; event.preventDefault(); } }; //The `upHandler` key.upHandler = event => { if (event.key === key.value) { if (key.isDown && key.release) key.release(); key.isDown = false; key.isUp = true; event.preventDefault(); } }; //Attach event listeners const downListener = key.downHandler.bind(key); const upListener = key.upHandler.bind(key); window.addEventListener( "keydown", downListener, false ); window.addEventListener( "keyup", upListener, false ); // Detach event listeners key.unsubscribe = () => { window.removeEventListener("keydown", downListener); window.removeEventListener("keyup", upListener); }; return key; } export default { name:'animation', components: {}, props: {}, data() { return { loader: null, app:null, player: null, }; }, created() {}, mounted() { this.initState(); this.players(); }, watch: {}, computed: {}, methods: { initState() { this.loader = new pixi.Loader(); //Create a Pixi Application 建立一个pixi应用 this.app = new pixi.Application({ width: 735, // default: 800 宽度 height: 640, // default: 600 高度 antialias: true, // default: false 反锯齿 transparent: true, // default: false 透明度 resolution: 1 , // default: 1 分辨率 backgroundAlpha: 1 // 设置背景颜色透明度 0是透明 }); //其实上面已经设置透明了,这就不必设置背景颜色了 this.app.renderer.backgroundColor = 0x000000; document.getElementById('animation').appendChild(this.app.view) this.app.renderer.view.style.display = "block"; this.app.renderer.view.style.marginLeft = "30px"; //设置canvas的左外边距 this.app.renderer.autoResize = true; this.app.renderer.view.style.border = "1px dashed black"; //设置边框 }, players() { let stage = this.app.stage, Container = pixi.Container, Graphics = pixi.Graphics, player = this.player, TextureCache = pixi.utils.TextureCache, Texture = pixi.Texture, Rectangle = pixi.Rectangle, AnimatedSprite = pixi.AnimatedSprite; /******************* 加载纹理贴图,创造精灵,并将精灵添加到stage舞台上 *******************/ let jujinPng = './baoke/an3.png' this.loader.add([{name:'jujin', url: jujinPng}]).load(()=>{ // 使用SpriteUtilities let animate = new SpriteUtilities(pixi); // console.log(animate) //建立纹理数组 将雪碧图变成纹理数组 66,48 let frames = animate.filmstrip(jujinPng, 84, 81); // 建立纹理数组 只使用雪碧图中的一部分 // let frames = animate.frames(jujinPng,[[0,0],[66,0],[132,0],[198,0]], 66, 48); // console.log(frames) let jujin = animate.sprite(frames); //使用SpriteUtilities建立精灵 // let jujin = this.setTexture(frames); //使用以前的方法建立精灵 stage.addChild(jujin); jujin.animationSpeed=0.08; jujin.vx = 0; jujin.vy = 0; // jujin.play(); // 设置一个states对象字面量属性 jujin.states = { down: 0, left: 4, right: 8, up: 12, walkDown: [0, 3], walkLeft: [4, 7], walkRight: [8, 11], walkUp: [12, 15] }; this.keyMove(jujin) this.app.ticker.add(()=> this.gameLoop(jujin )); }) }, // 键盘控制移动 keyMove(person) { let left = keyboard('a'), up = keyboard('w'), right = keyboard('d'), down = keyboard('s'); left.press = () => { // person.show(person.states.left); person.playAnimation(person.states.walkLeft); person.vx = -2; person.vy = 0; }; left.release = () => { person.stopAnimation(); person.show(person.states.left); person.vx = 0; person.vy = 0; }; right.press = () => { person.playAnimation(person.states.walkRight); person.vx = 2; person.vy = 0; }; right.release = () => { person.stopAnimation(); person.show(person.states.right); person.vx = 0; person.vy = 0; }; up.press = () => { person.playAnimation(person.states.walkUp); // person.show(person.states.up); person.vx = 0; person.vy = -2; }; up.release = () => { person.stopAnimation(); person.show(person.states.up); person.vx = 0; person.vy = 0; }; down.press = () => { person.playAnimation(person.states.walkDown); // person.show(person.states.down); person.vx = 0; person.vy = 2; }; down.release = () => { person.stopAnimation(); person.show(person.states.down); person.vx = 0; person.vy = 0; }; }, gameLoop(person){ person.x += person.vx; person.y += person.vy; }, setTexture (texture) { // console.log(texture) let sprite = new pixi.AnimatedSprite(texture); return sprite; }, }, }; </script>
<style scoped>
</style>

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