实例介绍
【实例简介】
【实例截图】
【核心代码】
function Scene() { this.canvasWidth = g_GameObjectManager.canvas.width; this.canvasHeight = g_GameObjectManager.canvas.height; this.audios={}; this.currentLevel = 1; this.levelClear = false; this.levels = new Array(); this.levels[0] = [{ id : "ground", x : this.canvasWidth / 2 / SCALE, y : this.canvasHeight / SCALE, halfHeight : 1, halfWidth : this.canvasWidth / SCALE, color : 'yellow' }, { id : "b1", x : 17, y : this.canvasHeight / SCALE - 2.5-0.5, halfHeight : 2, halfWidth : 0.20, strength : 50, animation: g_animations["stone1"], image:g_image2, initAngle:90 } , { id : "target", x : 18.9, y : this.canvasHeight / SCALE - 1.5, radius : 0.5, strength : 20, animation: g_animations["pig1"], image:g_image }]; this.levels[1] = [{ id : "ground", x : this.canvasWidth / 2 / SCALE, y : this.canvasHeight / SCALE, halfHeight : 1, halfWidth : this.canvasWidth / SCALE, color : 'yellow' }, { id : "b1", x : 17, y : this.canvasHeight / SCALE - 2.5-0.5, halfHeight : 2, halfWidth : 0.20, strength : 50, animation: g_animations["stone1"], image:g_image2, initAngle:90 }, { id : "b2", x : 17, y : this.canvasHeight / SCALE - 4.75-0.5, halfHeight : 0.25, halfWidth : 2, strength : 30, animation: g_animations["glass1"], image:g_image2, initAngle:0 } , { id : "target", x : 18.9, y : this.canvasHeight / SCALE - 1.5, radius : 0.5, strength : 50, animation: g_animations["pig1"], image:g_image }]; this.levels[2] = [{ id : "ground", x : this.canvasWidth / 2 / SCALE, y : this.canvasHeight / SCALE, halfHeight : 1, halfWidth : this.canvasWidth / SCALE, color : 'yellow' }, { id : "b1", x : 17, y : this.canvasHeight / SCALE - 2.5-0.5, halfHeight : 2, halfWidth : 0.20, strength : 50, animation: g_animations["stone1"], image:g_image2, initAngle:90 }, { id : "b2", x : 17, y : this.canvasHeight / SCALE - 4.75-0.5, halfHeight : 0.25, halfWidth : 2, strength : 30, animation: g_animations["glass1"], image:g_image2, initAngle:0 }, { id : "b3", x : 15.2, y : this.canvasHeight / SCALE - 7-0.5, halfHeight : 2, halfWidth : 0.20, strength : 30, animation: g_animations["wood1"], image:g_image2, initAngle:90 } , { id : "b4", x : 18.8, y : this.canvasHeight / SCALE - 7-0.5, halfHeight : 2, halfWidth : 0.20, strength : 30, animation: g_animations["wood1"], image:g_image2, initAngle:90 } , { id : "target", x : 18.9, y : this.canvasHeight / SCALE - 1.5, radius : 0.5, strength : 50, animation: g_animations["pig1"], image:g_image }]; this.levels[3] = [{ id : "ground", x : this.canvasWidth / 2 / SCALE, y : this.canvasHeight / SCALE, halfHeight : 1, halfWidth : this.canvasWidth / SCALE, color : 'yellow' }, { id : "b3", x : 11, y : this.canvasHeight / SCALE - 2.5-0.5, halfHeight : 2, halfWidth : 0.20, strength : 50, animation: g_animations["stone1"], image:g_image2, initAngle:90 }, { id : "b2", x : 14, y : this.canvasHeight / SCALE - 2.5-0.5, halfHeight : 2, halfWidth : 0.20, strength : 50, animation: g_animations["stone1"], image:g_image2, initAngle:90 }, { id : "b1", x : 17, y : this.canvasHeight / SCALE - 2.5-0.5, halfHeight : 2, halfWidth : 0.20, strength : 50, animation: g_animations["stone1"], image:g_image2, initAngle:90 } , { id : "target", x : 18.9, y : this.canvasHeight / SCALE - 1.5, radius : 0.5, strength : 20, animation: g_animations["pig1"], image:g_image }]; // id-> Entity // can't be this. used in anonymous function entities = {}; entities2 = {}; // can't be this. used in anonymous function boxSim = null; this.initialState = [ { id : "ground", x : this.canvasWidth / 2 / SCALE, y : this.canvasHeight / SCALE, halfHeight : 1, halfWidth : this.canvasWidth / SCALE, color : 'yellow' /* }, { id : "ball", x : 1.5, y : this.canvasHeight / SCALE - 2, radius : 0.5, animation: g_animations["bird1"]*/ }, { id : "b1", x : 17, y : this.canvasHeight / SCALE - 2.5-0.5, halfHeight : 2, halfWidth : 0.20, strength : 50, animation: g_animations["stone1"], image:g_image2, initAngle:90 }, { id : "b2", x : 17, y : this.canvasHeight / SCALE - 4.75-0.5, halfHeight : 0.25, halfWidth : 2, strength : 30, animation: g_animations["glass1"], image:g_image2, initAngle:0 }, { id : "b3", x : 15.2, y : this.canvasHeight / SCALE - 7-0.5, halfHeight : 2, halfWidth : 0.20, strength : 30, animation: g_animations["wood1"], image:g_image2, initAngle:90 } , { id : "b4", x : 18.8, y : this.canvasHeight / SCALE - 7-0.5, halfHeight : 2, halfWidth : 0.20, strength : 30, animation: g_animations["wood1"], image:g_image2, initAngle:90 } , { id : "target", x : 18.9, y : this.canvasHeight / SCALE - 1.5, radius : 0.5, strength : 50, animation: g_animations["pig1"], image:g_image } ]; this.ballState = [{ id : "ball", x : 1.5, y : this.canvasHeight / SCALE - 2, radius : 0.3, strength : 30, animation: g_animations["bird1"], image:g_image }]; this.startupScene = function(image) { var audio = this.getAudio("title_theme.mp3"); audio.loop = true; audio.play(); boxSim = new BoxSim(60, false, this.canvasWidth, this.canvasHeight, SCALE); this.restartGame(1); this.startupVisualGameObject(image, 0, 0, 0); return this; }; this.update = function(/** Number */ dt, /** CanvasRenderingContext2D */ context, /** Number */ xScroll, /** Number */ yScroll) { if (g_pressedKeys[82])// R KEY { this.restartGame(this.currentLevel); g_pressedKeys[82] = false; } if(g_mouse.slingshotFire && !g_mouse.slingshotFinish){ var distance = Math.sqrt(Math.pow(90 - g_mouse.pointX, 2) Math.pow(this.canvasHeight - 80 - g_mouse.pointY, 2)); var angle = Math.acos((90 - g_mouse.pointX) / distance) / ( Math.PI) * 180; entity = entities2["ball"]; entity.x = g_mouse.pointX / SCALE; entity.y = g_mouse.pointY / SCALE; entities["ball"] = entity; boxSim.setBodies(entities2); boxSim.applyImpulse("ball", angle, distance /5 ); g_mouse.slingshotFinish = true; this.getAudio("title_theme.mp3").pause(); this.getAudio("bird 01 flying.wav").play(); } // step world and get body status boxSim.update(); bodiesState = boxSim.getState(); var graveyard = []; for ( var id in bodiesState) { var entity = entities[id]; if (entity && entities[id].dead) { boxSim.removeBody(id); graveyard.push(id); } else if (entity) { entity.update(bodiesState[id], dt); } } for ( var i = 0; i < graveyard.length; i ) { delete entities[graveyard[i]]; if (graveyard[i] == "target") { var audio = this.getAudio("level_complete.mp3"); audio.addEventListener("ended", function(e){ audio.removeEventListener("ended"); g_GameObjectManager.applicationManager.scene.levelClear = true; }); audio.play(); return; } } }; this.draw = function(/** Number */ dt, /** CanvasRenderingContext2D */ context, /** Number */ xScroll, /** Number */ yScroll) { // don't need to clear canvas, for GameObjectManager has done it for ( var id in entities) { var entity = entities[id]; entity.draw(dt, context, xScroll, yScroll); } if (this.levelClear) { //TODO: draw something while level cleared this.restartGame(this.currentLevel 1); } }; this.restartGame = function(level){ if (level > this.levels.length) { //TODO:all level cleared //return; g_bgImage.src = "images/bg_win.png"; clearInterval(g_timer); g_timer = setInterval(function() { g_GameObjectManager.context2D.clearRect(0, 0, g_GameObjectManager.canvas.width, g_GameObjectManager.canvas.height); g_GameObjectManager.context2D.drawImage(g_bgImage, 0, 0, g_GameObjectManager.canvas.width, g_GameObjectManager.canvas.height); }, SECONDS_BETWEEN_FRAMES); this.levelClear = false; var audio = this.getAudio("game_complete.mp3"); audio.loop = true; audio.play(); return; } g_bgImage.src = "images/bg.png"; $("#level").html("Level " (level)); this.currentLevel = level; this.levelClear = false; //this.getAudio("level start military a1.mp3").play(); boxSim.reset(); boxSim.addContactListener({ BeginContact : function(idA, idB) { }, PostSolve : function(idA, idB, impulse) { if (impulse < 0.1) return; var entityA = entities[idA]; var entityB = entities[idB]; entityA.hit(impulse, entityB); entityB.hit(impulse, entityA); } }); g_mouse.slingshotFire = false; g_mouse.slingshotFinish = false; this.initialState = this.levels[level-1]; entities = new Object(); entities2 = new Object(); for ( var i = 0; i < this.initialState.length; i ) { entities[this.initialState[i].id] = Entity .build(this.initialState[i]); entities[this.initialState[i].id].setAnimation(this.initialState[i].animation, this.initialState[i].image, this.initialState[i].initAngle); } entities2[this.ballState[0].id] = Entity.build(this.ballState[0]); entities2[this.ballState[0].id].setAnimation(this.ballState[0].animation, this.ballState[0].image, this.ballState[0].initAngle); // create body from entity boxSim.setBodies(entities); }; this.getAudio = function(id){ if(this.audios[id] == undefined) { this.audios[id] = new Audio(); this.audios[id].src = "music/" id; this.audios[id].load(); } return this.audios[id]; }; } Scene.prototype = new VisualGameObject;
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