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[HTML5 Game Development] Challenge the horizontal version of ACT (3): Feeling passionate when meeting a beautiful hero

黄舟
黄舟Original
2017-03-01 16:24:081578browse


This article is the third in this series of articles. For other articles, please see the table of contents in the post below

http ://www.php.cn/html5-tutorial-354344.html

The beginning is long-winded

This series of tutorials is the first time I have developed in a ridiculing style. Most of the content in the article is just saliva. Everyone can just read it for free, and be careful not to get flooded.

The first bottleneck in this type of development is materials. I would like to thank netizen yorhomwang for providing a large number of material URLs.

The following is the result of this development, please preview it first.


Material conversion tool

The materials found this time are all gif type pictures. If you want to use them in the game, you need to convert the gif pictures Each frame of action is taken out to form a new picture. I used flash to make a simple conversion tool. Friends in need can just use it. The URL is as follows.

http://lufylegend.com/flash/demo/GifToPng

真题

It can be said that General Huang has been left out on the battlefield by me for some time. I have been extremely bored these days. I am holding a knife on the battlefield, slashing like crazy, running, roaring...

I can't bear to read anymore, so I am determined to continue writing a few lines. Code to add some fun to his old man.

1. Move the battlefield

First of all, let’s move the battlefield map. You can’t run in the same place no matter how you run. Define a variable.

var back_run = true;

When this variable is true, the background map of the battlefield can be moved, otherwise it cannot be moved.

Then add the code to control the movement of the battlefield in the move function of Player.js. Why is it in Player.js and not in Character.js? Because the map will only move when the protagonist, General Huang, moves. Character is the parent class, and the enemies will also inherit from this class later.

Player.prototype.move = function (){
	var self = this, mx = 0, my = 0;
	if(keyCtrl[KEY.LEFT] && charaLayer.x + self.x > 0){
		mx = -1;
	}else if(keyCtrl[KEY.RIGHT] && charaLayer.x + self.x < LGlobal.width){
		mx = 1;
	}
	if(keyCtrl[KEY.UP]){
		my = -1;
	}else if(keyCtrl[KEY.DOWN]){
		my = 1;
	}
	self.mx = mx;
	self.my = my;
	if(self.action == ACTION.RUN){
		mx *= 2;
		my *= 2;
	}else if(self.action == ACTION.HIT){
		mx = 2*(self.direction == DIRECTION.RIGHT ? 1 : -1);
		my = 0;
	}
	if(back_run && mx > 0 && charaLayer.x + self.x > LGlobal.width * 0.5){
		var setX = mx*MOVE_STEP;
		if(backLayer.data.x + setX + backLayer.data.width > backLayer.data.image.width){
			back_run = false;
			setX = backLayer.data.image.width - backLayer.data.width - backLayer.data.x;
		}
		charaLayer.x -= setX;
		backLayer.data.setCoordinate(backLayer.data.x + setX,backLayer.data.y);
		addEnemy();
	}
	self.callParent("move",arguments);
};

You can see that when the protagonist moves, the map coordinates will increase and decrease in the opposite direction, thus realizing visual map movement. Note that there is a line in which the addEnemy function is called. This function is Checks whether an enemy has been added to the battlefield.

Second, add an enemy

Let’s see how to add an enemy. I found several materials of Sun Shangxiang. This material is relatively complete. Here is one of them, not listed one by one. Out.


Add an Enemy.js class below

function Enemy(list,speed){
	var self = this;
	base(this,Character,[list,speed]);
	self.belong = "enemy";
	self.hp = 100;
};
Enemy.prototype.onjump = function (){
	var self = this;
	self.callParent("onjump",arguments);
	self.setLocation();
	var index = self.anime.colIndex;
	self.yArr = [0,-10,-20,-30,-40,-40,-30,-20,-10,0];
	self.anime.y += self.yArr[index];
};
Enemy.prototype.onjump_attack = function (){
	var self = this;
	self.callParent("onjump_attack",arguments);
	self.setLocation();
	var index = self.anime.colIndex;
	if(index >= self.yArr.length)return;
	self.anime.y += self.yArr[index];
};
Enemy.prototype.setAction = function (action,direction){
	var self = this,yArr = new Array();
	if(action == ACTION.MOVE && self.action == ACTION.JUMP)return;
	if(action == ACTION.JUMP_ATTACK){
		var index = self.anime.colIndex,i;
		for(i = index;i0){
		self.anime.y += self.yArr[0];
	}
};
Enemy.prototype.overActionRun = function (lastAction,animeAction){
	var self = this;
	self.callParent("overActionRun",arguments);
	keylock = false;
	
	if(lastAction == ACTION.FALL){
		if(self.direction == DIRECTION.LEFT){
			self.x += 80;
		}else{
			self.x -= 80;
		}
	}
};
Enemy.prototype.move = function (){
	var self = this, mx = 0, my = 0;
	self.mx = mx;
	self.my = my;
	self.callParent("move",arguments);
};

This class is similar to Player.js, both inherit from the Character class, and are just constructed Instead of passing each relevant array into the processor, which is too troublesome, I passed an array list containing all the parameters that need to be set.

When the addEnemy() function to add enemies is called, we cannot add enemies without limit, so prepare in advance the enemies to be added and when to add them.

var enemy_list = new Array(
	{name:"sunji",x:800,y:350,when_x:300,back_run:false},
	{name:"huangzhong",x:1200,y:280,when_x:800,back_run:true}
);
function addEnemy(){
	if(enemy_list.length == 0)return;
	if(enemy_list[0].when_x > hero.x)return;
	var charadata = CharacterList[enemy_list[0].name]();
	var enemy = new Enemy(charadata);
	enemy.x = enemy_list[0].x;
	enemy.y = enemy_list[0].y;
	charaLayer.addChild(enemy);
	enemy_list.shift();
}

I added an enemy_list array, which contains the when_x of when to add the enemy, the coordinates of the location where the enemy appears, and information such as whether the map stops moving after the character appears. When the addEnemy function is called When calling, use when_x and the position of the protagonist to determine whether the enemy needs to be added.

3. Attack

With the enemy, there will be a battle. Let’s talk about the determination of attacking and being attacked.

The determination of attack is actually the detection of collision. Of course, we can use pixel-level collision, but for this type of game, it is a bit overkill, and the efficiency is too low, so we use rectangles here. Collision detection.

lufylegend.js engine has the LGlobal.hitTest() function, which can be used to detect whether a rectangle collides. However, since there are many blank areas in the picture material, if this method is used directly, the error is a bit too big. Therefore, I set the attack range and attack range that need to be detected for each frame of the character in advance. See the code in CharacterList.js below.

var CharacterList = {
	huangzhong:function(){
		//图片数据
		var dataList = new Array();
		dataList.push(new LBitmapData(imglist["player_stand"],0,0,106,77));
		dataList.push(new LBitmapData(imglist["player_move"],0,0,115,85));
		dataList.push(new LBitmapData(imglist["player_run"],0,0,125,87));
		dataList.push(new LBitmapData(imglist["player_jump"],0,0,131,134));
		dataList.push(new LBitmapData(imglist["player_attack"],0,0,242,143));
		dataList.push(new LBitmapData(imglist["player_big_attack"],0,0,232,143));
		dataList.push(new LBitmapData(imglist["player_jump_attack"],0,0,232,143));
		dataList.push(new LBitmapData(imglist["player_hit"],0,0,161,88));
		dataList.push(new LBitmapData(imglist["player_skill"],0,0,324,140));
		dataList.push(new LBitmapData(imglist["player_big_skill"],0,0,441,166));
		dataList.push(new LBitmapData(imglist["player_hert"],0,0,179,87));
		dataList.push(new LBitmapData(imglist["player_fall"],0,0,298,157));
		//图片分割数据
		var coordinateList = new Array();
		coordinateList.push(LGlobal.pideCoordinate(1272,77,1,12));
		coordinateList.push(LGlobal.pideCoordinate(920,85,1,8));
		coordinateList.push(LGlobal.pideCoordinate(750,87,1,6));
		var jumpList = LGlobal.pideCoordinate(655,134,1,5);
		coordinateList.push([[jumpList[0][0],jumpList[0][0],jumpList[0][1],jumpList[0][1],jumpList[0][2],jumpList[0][2],jumpList[0][3],jumpList[0][3],jumpList[0][4],jumpList[0][4]]]);
		var attackList = LGlobal.pideCoordinate(484,143,1,2);
		coordinateList.push([[attackList[0][0],attackList[0][1],attackList[0][1],attackList[0][1]]]);
		var bigattackList = LGlobal.pideCoordinate(927,143,1,4);
		coordinateList.push(bigattackList);
		var jumpattackList = LGlobal.pideCoordinate(927,143,1,4);
		coordinateList.push(jumpattackList);
		coordinateList.push(LGlobal.pideCoordinate(966,88,1,6));
		coordinateList.push(LGlobal.pideCoordinate(2268,140,1,7));
		var bigskillList = LGlobal.pideCoordinate(2205,830,5,5);
		coordinateList.push([[bigskillList[0][0],bigskillList[0][1],bigskillList[0][2],bigskillList[0][3],bigskillList[0][4]
				,bigskillList[1][0],bigskillList[1][1],bigskillList[1][2],bigskillList[1][3],bigskillList[1][4]
				,bigskillList[2][0],bigskillList[2][1],bigskillList[2][2],bigskillList[2][3],bigskillList[2][4]
				,bigskillList[3][0],bigskillList[3][1],bigskillList[3][2],bigskillList[3][3],bigskillList[3][4]
				,bigskillList[4][0],bigskillList[4][1],bigskillList[4][2],bigskillList[4][3],bigskillList[4][4]]]);
		var hertList = LGlobal.pideCoordinate(358,87,1,2);
		coordinateList.push([[hertList[0][0],hertList[0][0],hertList[0][1],hertList[0][1]]]);
		var fallList = LGlobal.pideCoordinate(2682,157,1,9);
		coordinateList.push([[fallList[0][0],fallList[0][1],fallList[0][2],fallList[0][3],fallList[0][4],fallList[0][5],fallList[0][6],fallList[0][6],fallList[0][6],fallList[0][7],fallList[0][7],fallList[0][6],fallList[0][6],fallList[0][7],fallList[0][8]]]);
		//图片位置数据
		var locationList = new Array();
		locationList.push({x:0,y:0});
		locationList.push({x:0,y:0});
		locationList.push({x:0,y:0});
		locationList.push({x:0,y:0});
		locationList.push({x:20,y:20});
		locationList.push({x:20,y:20});
		locationList.push({x:20,y:20});
		locationList.push({x:0,y:0});
		locationList.push({x:100,y:0});
		locationList.push({x:150,y:20});
		locationList.push({x:5,y:0});
		locationList.push({x:-30,y:10});
		//被攻击范围
		var hertList = [[[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50],[-30,-60,60,50]],
		[[-30,-70,50,60],[-30,-70,50,60],[-30,-70,50,60],[-30,-70,50,60],[-30,-70,50,60],[-30,-70,50,60],[-30,-70,50,60],[-30,-70,50,60]],
		[[-30,-70,60,60],[-30,-70,60,60],[-30,-70,60,60],[-30,-70,60,60],[-30,-70,60,60],[-30,-70,60,60]],
		[[-25,-70,50,60],[-25,-70,50,60],[-25,-70,50,60],[-25,-70,50,60],[-25,-70,50,60]],
		[[-10,-60,30,60],[-10,-60,30,60],[-30,-60,30,60],[-30,-60,30,60]],
		[[0,-60,40,60],[0,-60,40,60],[-20,-60,30,60],[-20,-60,30,60]],
		[],
		[[-20,-60,30,60],[-20,-60,30,60],[-20,-60,30,60],[-20,-60,30,60],[-20,-60,30,60],[-20,-60,30,60]],
		[[0,-70,40,60],[0,-70,40,60]],
		[],[],[]
		];
		//攻击范围
		var attackList = [[],[],[],[],
		[[0,0,0,0],[0,0,0,0],[-10,-70,115,60],[-10,-70,115,60]],
		[[0,0,0,0],[0,0,0,0],[-10,-100,140,90],[-10,-100,140,90]],
		[[0,0,0,0],[0,0,0,0],[-10,-130,115,60],[-10,-110,140,120]],
		[[10,-70,30,70],[10,-70,30,70],[10,-70,30,70],[10,-70,30,70],[10,-70,30,70],[10,-70,30,70]],
		[[0,0,0,0],[0,0,0,0],[-40,-70,80,60],[-60,-100,80,60],[20,-100,130,100],[20,-100,130,100]],
		[[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],
		[50,-105,50,20],[60,-100,120,40],[60,-90,150,40],[50,-80,190,40],[50,-80,210,40],
		[50,-75,310,60],[50,-75,310,60],[50,-75,310,60],[50,-75,310,80]],[],[]
		];
		return [dataList,coordinateList,locationList,hertList,attackList];
	},
	sunji:function(){
		//图片数据
		var dataList = new Array();
		dataList.push(new LBitmapData(imglist["sunji_stand"],0,0,129,89));
		dataList.push(new LBitmapData(imglist["sunji_move"],0,0,128,97));
		dataList.push(new LBitmapData(imglist["sunji_run"],0,0,125,77));
		dataList.push(new LBitmapData(imglist["sunji_jump"],0,0,131,134));
		dataList.push(new LBitmapData(imglist["sunji_attack"],0,0,197,103));
		dataList.push(new LBitmapData(imglist["sunji_big_attack"],0,0,198,103));
		dataList.push(new LBitmapData(imglist["sunji_jump_attack"],0,0,182,143));
		dataList.push(new LBitmapData(imglist["sunji_hit"],0,0,238,86));
		dataList.push(new LBitmapData(imglist["sunji_skill"],0,0,215,102));
		dataList.push(new LBitmapData(imglist["sunji_big_skill"],0,0,275,139));
		dataList.push(new LBitmapData(imglist["sunji_hert"],0,0,131,79));
		dataList.push(new LBitmapData(imglist["sunji_fall"],0,0,249,136));
		//图片分割数据
		var coordinateList = new Array();
		coordinateList.push(LGlobal.pideCoordinate(1548,89,1,12));
		coordinateList.push(LGlobal.pideCoordinate(640,97,1,5));
		coordinateList.push(LGlobal.pideCoordinate(1000,77,1,8));
		var jumpList = LGlobal.pideCoordinate(655,134,1,5);
		coordinateList.push([[jumpList[0][0],jumpList[0][0],jumpList[0][1],jumpList[0][1],jumpList[0][2],jumpList[0][2],jumpList[0][3],jumpList[0][3],jumpList[0][4],jumpList[0][4]]]);
		var attackList = LGlobal.pideCoordinate(394,103,1,2);
		coordinateList.push([[attackList[0][0],attackList[0][1],attackList[0][1],attackList[0][1]]]);
		var bigattackList = LGlobal.pideCoordinate(792,103,1,4);
		coordinateList.push(bigattackList);
		var jumpattackList = LGlobal.pideCoordinate(728,143,1,4);
		coordinateList.push(jumpattackList);
		coordinateList.push(LGlobal.pideCoordinate(1428,86,1,6));
		coordinateList.push(LGlobal.pideCoordinate(2365,102,1,11));
		var bigskillList = LGlobal.pideCoordinate(1650,695,5,6);
		coordinateList.push([[bigskillList[0][0],bigskillList[0][1],bigskillList[0][2],bigskillList[0][3],bigskillList[0][4],bigskillList[0][5]
				,bigskillList[1][0],bigskillList[1][1],bigskillList[1][2],bigskillList[1][3],bigskillList[1][4],bigskillList[1][5]
				,bigskillList[2][0],bigskillList[2][1],bigskillList[2][2],bigskillList[2][3],bigskillList[2][4],bigskillList[2][5]
				,bigskillList[3][0],bigskillList[3][1],bigskillList[3][2],bigskillList[3][3],bigskillList[3][4],bigskillList[3][5]
				,bigskillList[4][0],bigskillList[4][1],bigskillList[4][2],bigskillList[4][3],bigskillList[4][4],bigskillList[4][5]]]);
		var hertList = LGlobal.pideCoordinate(262,79,1,2);
		coordinateList.push([[hertList[0][0],hertList[0][0],hertList[0][1],hertList[0][1]]]);
		var fallList = LGlobal.pideCoordinate(1245,544,4,5);
		coordinateList.push([[fallList[0][0],fallList[0][1],fallList[0][2],fallList[0][3],fallList[0][4],fallList[1][0],fallList[1][1],fallList[1][2],fallList[1][3],fallList[1][4],fallList[2][0],fallList[2][1],fallList[2][2],fallList[2][3],fallList[2][4],fallList[3][0],fallList[3][1],fallList[3][2],fallList[3][3],fallList[3][4]]]);
		//图片位置数据
		var locationList = new Array();
		locationList.push({x:0,y:0});
		locationList.push({x:0,y:0});
		locationList.push({x:0,y:0});
		locationList.push({x:0,y:0});
		locationList.push({x:40,y:8});
		locationList.push({x:20,y:0});
		locationList.push({x:20,y:20});
		locationList.push({x:0,y:0});
		locationList.push({x:0,y:0});
		locationList.push({x:70,y:10});
		locationList.push({x:5,y:0});
		locationList.push({x:-35,y:0});
		//被攻击范围
		var hertList = [[[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60],[-25,-70,60,60]],
		        		[[-25,-90,50,80],[-25,-90,50,80],[-25,-90,50,80],[-25,-90,50,80],[-25,-90,50,80],[-25,-90,50,80],[-25,-90,50,80],[-25,-90,50,80]],
		        		[[-30,-60,70,40],[-30,-60,70,40],[-30,-60,70,40],[-30,-60,70,40],[-30,-60,70,40],[-30,-60,70,40]],
		        		[[-25,-90,50,70],[-25,-90,50,70],[-25,-90,50,70],[-25,-90,50,70],[-25,-90,50,70]],
		        		[[-20,-80,50,70],[-20,-80,50,70],[-10,-60,70,50],[-10,-60,70,50]],
		        		[[-10,-80,50,60],[-10,-80,50,60],[-10,-80,50,60],[-10,-80,50,60]],
		        		[[-30,-80,50,70],[-30,-80,50,70],[-30,-80,50,70],[-30,-80,50,70]],
		        		[[-20,-70,60,60],[-20,-70,60,60],[-20,-70,60,60],[-20,-70,60,60],[-20,-70,60,60],[-20,-70,60,60]],
		        		[[-10,-80,40,70],[-10,-80,40,70]],
		        		[],[],[]
		        		];
		//攻击范围
		var attackList = [[],[],[],[],
			          		[[0,0,0,0],[0,0,0,0],[30,-70,75,60],[30,-70,75,60]],
			          		[[0,0,0,0],[0,0,0,0],[20,-100,80,90],[20,-100,80,90]],
			          		[[0,0,0,0],[0,0,0,0],[-10,-90,100,80],[-10,-90,100,80]],
			          		[[10,-70,50,70],[10,-70,50,70],[10,-70,50,70],[10,-70,50,70],[10,-70,50,70],[10,-70,50,70]],
			          		[[0,0,0,0],[0,0,0,0],[-30,-70,90,60],[-90,-70,130,60],[-100,-80,140,70],[-40,-80,140,70]],
			          		[[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,-100,100,40],[0,-110,100,50],[0,-110,100,50],
			          		[0,0,0,0],[20,-120,140,120],[20,-120,130,120],[-50,-120,160,120],[-60,-80,180,80],
			          		[-20,-50,150,60],[-10,-60,150,60],[50,-60,90,60],[50,-75,150,70],[50,-75,150,70],
			          		[50,-75,150,70],[50,-75,150,70]],[],[]
			          		];
		return [dataList,coordinateList,locationList,hertList,attackList];
	}
}

In this way, just use these pre-set ranges to detect collisions. How to detect such rectangular collisions? Of course, a rectangle class LRectangle in the lufylegend.js engine is used. For specific usage, please refer to the official API document. The collision detection used this time is the intersects() function. This function is used to detect whether two LRectangle objects overlap, that is Whether to collide.

Because we and other places can be attacked, the attack detection is loaded into the parent class Character, and the following code is added to the onframe function of the Character class.

if(self.action == ACTION.ATTACK || self.action == ACTION.BIG_ATTACK || self.action == ACTION.HIT || 
			self.action == ACTION.JUMP_ATTACK || self.action == ACTION.SKILL || self.action == ACTION.BIG_SKILL){
		for(key in charaLayer.childList){
			chara = charaLayer.childList[key];
			if(self.belong == chara.belong)continue;
			self.checkAction(chara);
		}
	}

That is to say, when the current character's action is an attack or other action, and when it is an enemy, the attack detection checkAction function is entered. The checkAction function is as follows.

Character.prototype.checkAction = function (chara){
	var self = this;
	var attack_rect = self.getAttackRect();
	var hert_rect = chara.getHertRect();
	if(!attack_rect || !hert_rect)return;
	if(attack_rect.intersects(hert_rect) && Math.abs(self.y - chara.y) < 30){
		if(self.action == ACTION.ATTACK){
			chara.setAction(ACTION.HERT,chara.direction);
		}else{
			var dir = DIRECTION.RIGHT;
			if(self.x < chara.x)dir = DIRECTION.LEFT;
			chara.setAction(ACTION.FALL,dir);
		}
	}
}

getAttackRect函数和getHertRect函数分别返回当前的攻击和被攻击的范围LRectangle对象,然后通过intersects函数判断是否攻击到了对方,如果是普通攻击,则被攻击方变为被攻击状态,其他攻击方式的话,变为摔倒状态。

getAttackRect和getHertRect函数如下。

Character.prototype.getAttackRect = function(){
	var self = this;
	attackList = self.attackList[self.action];
	if(self.anime.colIndex >= attackList.length)return false;
	var rect = attackList[self.anime.colIndex];
	var x = rect[0],y=rect[1],w=rect[2],h=rect[3];
	if(x == 0 && y == 0 && w == 0 && h == 0)return false;
	y += self.y;
	if(self.direction == DIRECTION.LEFT){
		x = self.x - x - w;
	}else{
		x = self.x +x;
	}
	return new LRectangle(x,y,w,h);
}
Character.prototype.getHertRect = function(){
	var self = this;
	var hertList = self.hertList[self.action];
	if(self.anime.colIndex >= hertList.length)return false;
	var rect = hertList[self.anime.colIndex];
	var x = rect[0],y=rect[1],w=rect[2],h=rect[3];
	if(x == 0 && y == 0 && w == 0 && h == 0)return false;
	y += self.y;
	if(self.direction == DIRECTION.LEFT){
		x = self.x - x - w;
	}else{
		x = self.x +x;
	}
	return new LRectangle(x,y,w,h);
}

好了,剩下的敌人的AI和声效等部分,咱们留着以后再继续。现在,大家可以点击下面的测试连接,看看本次的成果了

http://lufy.netne.net/lufylegend-js/act03/index.html

黄老将军听说即将登场的是孙尚香后激动不已,那叫一个美啊,眼睛整个眯成了一个心形,大吼着,尚香啊,老夫等你几百年了。这是在令我大吃一惊,孙尚香不是刘备老婆吗,是这老家伙的主子啊,这真是太不像话了。可老将军在一旁兴奋的吼着,“靠!我会让你知道我暗恋她几百年吗?老夫绝对不会承认的。”,“如果当年我年轻个几十年,呸,我怎么会这么想,她毕竟是主公的老婆。”,“不对,主公也老了。啊,老夫可是忠臣,我是不会跟主公抢的。”,“老夫什么都没说。lufy,你给我听着,老夫什么都没说。”。我急忙说“啊啊,我什么都没听见啊……”

不过,这有什么用啊,这老家伙一上场,就开始往前跑,边跑边嘟囔“妞,给大爷摸一个……”。由于某种原因,这里省略1000字。

终于,孙尚香出现了,老黄忠一下子就扑了过去,刚伸手去摸了一把,就发现孙尚香被他打的满地跑,立马吼道“lufy,老夫要的是摸,不是砍啊”。

lufy:“哼哼,老色鬼,我岂能给你方便,让你得逞……”,另外他还不知道在前面,还给他准备了另一个黄忠,一个孙尚香,看他们怎么抢吧,哈哈。

唉,真是:
神箭威名数黄忠,斩将杀敌显神通。百年宝刀仍未老,一遇红颜梦成空。

源码

现在给出本次源码下载,喜欢的可以看一下。

http://fsanguo.comoj.com/download.php?i=act03.rar

注意:该附件只包含本次文章源码,lufylegend.js引擎请到http://lufylegend.com/lufylegend进行下载。

 以上就是[HTML5游戏开发]挑战横版ACT(三):遇红颜英雄亦多情的内容,更多相关内容请关注PHP中文网(www.php.cn)!


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