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HomeWeb Front-endH5 TutorialHTML5制作基于模拟现实物理效果的游戏

       简介

      HTML5技术为现今Web应用程序在浏览器中提供了非常广阔的发挥空间,其强大的功能让我们在浏览器上开发游戏和玩游戏不再是难事。利用Canvas和强大的JavaScript引擎,我们可以轻松地完成休闲游戏的开发。玩家只需打开浏览器,不用安装插件便可以享受到游戏带来的乐趣。

     本文由NTFusion团队所作,结合了他们在Google Chrome Web Store上发布的《拯救PAPA》,和大家分享一下使用HTML5开发物理游戏的心得。

       搭建物理世界

      物理游戏当中的一切物体,都是在一个设定好的物理世界中运作的。创建物理世界,我们现在使用的是Box2D物理引擎的JavaScript版本。构建物理世界的时候,首先我们需要定义相关的物理物体,然后根据游戏的特性所需,设定相关的物理参数。

// 创建物理世界实例
var world = new b2World(new b2Vec2(0, 9.8), true);
var scale = 1 / 30; /*像素与Box2D里的长度单位的转换*/
// 创建地面和其物理性质的设定
var bodyDef = new b2BodyDef();
var body = world.CreateBody(bodyDef);
var fixtureDef = new b2FixtureDef();
fixtureDef.density = 10;
fixtureDef.friction = 0.3;
fixtureDef.restitution = 0.1;
var polygonShape = new b2PolygonShape();
polygonShape.SetAsBox(800 * scale, 20 * scale);
fixtureDef.shape = polygonShape; body.SetType(b2Body.b2_staticBody);
body.CreateFixture(fixtureDef);
body.SetPosition(new b2Vec2(400 * scale, 490 * scale));
// 创建PAPA方块和其物理性质的设定
var bodyDef = new b2BodyDef();
var body = world.CreateBody(bodyDef);
var fixtureDef = new b2FixtureDef();
fixtureDef.density = 10; /* density 为密度*/
fixtureDef.friction = 0.3; /* friction 为摩擦系数*/
fixtureDef.restitution = 0.8; /* restitution 为弹性系数*/
var polygonShape = new b2PolygonShape();
polygonShape.SetAsBox(30 * scale, 30 * scale);
fixtureDef.shape = polygonShape;
body.SetType(b2Body.b2_dynamicBody);
body.CreateFixture(fixtureDef);
body.SetPosition(new b2Vec2(400 * scale, 100 * scale));
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      Box2D引擎里面有一个很好的功能DebugDraw,可以模拟出我们预设的物理世界并展示给我们看,非常适合我们做快速游戏原型开发。物理世界构建完毕后,通过DebugDraw功能我们就可以看到游戏的原型,这样我们就可以在这个基础上调整物体的参数、制作关卡等等。

// DebugDraw需要一个canvas实例,所以我们先创建b2DebugDraw实例,并设置相关参数
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(document.getElementById("canvas").getContext("2d"));
debugDraw.SetDrawScale(30.0);
debugDraw.SetFillAlpha(0.5);
debugDraw.SetLineThickness(1.0);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
// 捆绑到物理世界实例
world.SetDebugDraw(debugDraw);
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       下图就是使用DebugDraw绘制出来的《拯救PAPA》中的物理世界实例:

1129.png



       这些工作完成以后,下一步我们需要在物理物体上“贴”上图片,这样玩家才可以看到真实的游戏画面。

       同步显示对象

      首先,我们需要创建一个DisplayObject类,其类似于Flash显示列表机制中的显示类,该类有x、y和rotation等相应属性,并且有自身的绘图方法,再通过数组形式来实现显示列表。

      下一步,我们将需要显示的DisplayObject加入显示列表,再将其与Box2D中对应的物体的位置,自身旋转角度进行同步:

var position =body.GetPosition();
var angle =body.GetAngle();
displayObject.x = position.x / scale;
displayObject.y = position.y / scale;
displayObject.rotation = angle * 180 / Math.PI;
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       根据图1中的物理世界,我们画上图片之后,就可以见到下图的画面:

1130.png



       动画
      DisplayObject与物理物体的同步处理好之后,我们便可以往它里面填充需要显示的图片,然后通过一定的时间间隔更换图片,即可达到动画的效果。通常,动画是由很多张图片组成的,为了减少读取次数,我们将动画中的所有的图片合成为一张大图,称为SpriteSheet。图3为《拯救PAPA》中1 号工具的动画SpriteSheet:

1131.png



然后,我们便可以在SpriteSheet中根据坐标获取当前帧所需要显示的图片:

var canvas = document.createElement(“canvas”);
canvas.width = width;/*width为所画图案的宽度*/
canvas.height = height;/* height为所画图案的高度*/
canvas.getContext(’2d’).drawImage(sheet, x, y, width, height, 0, 0, width, height);
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总结


HTML5技术还在逐步自身完善当中,我们的程序员也正在不断的努力,创作更多的好作品。而本文所谈及的物理世界的构建,显示对象以及对动画播放等技术,对于我们制作HTML5的游戏中是非常有用的。我们期待看到HTML5技术的不断发展和更多创新的HTML5网页游戏。

 以上就是HTML5制作基于模拟现实物理效果的游戏的内容,更多相关内容请关注PHP中文网(www.php.cn)!


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