ホームページ >ウェブフロントエンド >H5 チュートリアル >HTML5で超かっこいいアニメーション制作 ~LTweenLiteの素晴らしい使い方~
lufylegend.js は、 HTML5 ゲーム エンジンです。これらのアニメーションの一部は Flash ファイルであり、今回は lufylegend を使用して作成します。以下に示すような、素敵なゲームアニメーションです。
テスト接続は以下の通りです
http://lufylegend.com/demo/Effects01/
1.準備
準備はもちろんエンジンのダウンロードです。lufylegend.jsエンジン公式Webサイト
http://lufylegend.com/lufylegend
lufylegend.jsエンジンオンラインAPIドキュメントリンク
http:/ / lufylegend.com/lufylegend/api
第二に、制作プロセス
layer.addEventListener(LEvent.ENTER_FRAME, onframe);
例えばオブジェクトAを右に連続的に移動させるとこんなことができます
layer.addEventListener(LEvent.ENTER_FRAME, onframe);
function onframe(event){
A.x += 1;
}
LTweenLite は、lufylegend.js エンジンのイージング クラスであり、通常のタイムライン イベントよりもさらに便利です。 。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>effects01</title>
<script type="text/javascript" src="http://lufylegend.com/js/lufylegend-1.8.0.simple.min.js"></script>
<script type="text/javascript" src="http://lufylegend.com/js/lib/lufylegend.LoadingSample4-0.1.0.min.js"></script>
</head>
<body style="margin:0px 0px 0px 0px;">
<p id="legend"></p>
<script>
</script>
</body>
</html>
var imgData = [
{name:"background",path:"background.jpg"},
{name:"background_ad",path:"background_ad.jpg"},
{name:"card01",path:"card01.png"},
{name:"card02",path:"card02.png"},
{name:"card03",path:"card03.png"},
{name:"card04",path:"card04.png"},
{name:"card05",path:"card05.png"},
{name:"effects",path:"effects.png"},
{name:"stable_assets",path:"stable_assets.png"}
];
var dataList;
var loadingLayer,charaLayer,stageLayer;
var warshipDown,playerText,enemyText,windowUp,title,big_vs,background,swords,swords02;
if(LGlobal.canTouch){
LGlobal.stageScale = LStageScaleMode.EXACT_FIT;
LSystem.screen(LStage.FULL_SCREEN);
}
init(20,"legend",320,410,main);
function main(){
loadingLayer = new LoadingSample4();
addChild(loadingLayer);
/**读取图片*/
LLoadManage.load(imgData,
function(progress){
loadingLayer.setProgress(progress);
},gameInit);
}
上記のコードは、携帯電話 時間が来ると、インターフェイスは全画面に設定されます。
/**
* 背景
* */
function BackGround(bg01,bg02){
var self = this;
base(self,LSprite,[]);
self.bitmapBG01 = new LBitmap(new LBitmapData(bg01));
self.addChild(self.bitmapBG01);
self.bitmapBG02 = new LBitmap(new LBitmapData(bg02));
self.addChild(self.bitmapBG02);
self.run();
}
/**
* 让背景类的两个图片中的上层图片,不断的交替显示和隐藏状态,以达到明暗交替闪烁的效果
* */
BackGround.prototype.run = function(){
var self = this;
var tween = LTweenLite.to(self.bitmapBG02,0.5,{alpha:0,ease:Bounce.easeIn}).
to(self.bitmapBG02,0.5,{alpha:1,ease:Bounce.easeIn,onComplete:function(){
self.run();
}});
}
上記のコードは lufylegend.js エンジン バージョン 1.8.0 の新しい関数を使用しています。これは継続的に緩和し、緩和が終了すると、独自の関数を再度呼び出します。 run 関数を使用してループを実現します。
/**
* 战舰
* */
function Warship(shipData,shotData){
var self = this;
base(self,LSprite,[]);
self.bitmapShip = new LBitmap(shipData);
self.addChild(self.bitmapShip);
self.bitmapShot = new LBitmap(shotData);
self.bitmapShot.x = -10;
self.bitmapShot.y = self.bitmapShip.y + 123;
self.addChild(self.bitmapShot);
self.bitmapShot.rotate = -75;
self.bitmapShot.alpha = 0;
self.bitmapShot02 = new LBitmap(shotData);
self.bitmapShot02.scaleX = self.bitmapShot02.scaleY = 0.7;
self.bitmapShot02.x = 65;
self.bitmapShot02.y = self.bitmapShip.y + 220;
self.addChild(self.bitmapShot02);
self.bitmapShot02.rotate = -80;
self.bitmapShot02.alpha = 0;
self.run();
self.shot();
}
/**
* 让战舰上下浮动
* */
Warship.prototype.run = function(){
var self = this;
LTweenLite.to(self.bitmapShip,1,{y:5,ease:Quad.easeInOut}).
to(self.bitmapShip,1,{y:0,ease:Quad.easeInOut,onComplete:function(){
self.run();
}});
}
/**
* 让战舰开火发炮
* */
Warship.prototype.shot = function(){
var self = this;
LTweenLite.to(self.bitmapShot,0.1,{delay:1.5,alpha:1,ease:Quad.easeInOut,onUpdate:function(obj){
obj.y = obj.parent.bitmapShip.y + 123;
}})
.to(self.bitmapShot,0.1,{alpha:0,ease:Quad.easeInOut})
.to(self.bitmapShot02,0.1,{delay:0.5,alpha:1,ease:Quad.easeInOut,onUpdate:function(obj){
obj.y = obj.parent.bitmapShip.y + 220;
}})
.to(self.bitmapShot02,0.1,{alpha:0,ease:Quad.easeInOut,onComplete:function(){
self.shot();
}});
}
上記のコードは、同じメソッドを使用してループを実装しています。
/**
* 标题
* */
function Title(bitmapData){
var self = this;
base(self,LSprite,[]);
self.bitmap = new MiddleBitmap(bitmapData);
self.bitmap.scaleX = self.bitmap.scaleY = 0.5;
self.addChild(self.bitmap);
self.run();
}
/**
* 通过改变标题的透明状态,让标题明暗交替闪烁
* */
Title.prototype.run = function(){
var self = this;
LTweenLite.to(self.bitmap,1,{alpha:0.4,ease:Quad.easeInOut}).
to(self.bitmap,1,{alpha:1,ease:Quad.easeInOut,onComplete:function(obj){
obj.parent.run();
}});
}
上記のコードは、画像の透明度を連続的に変化させることでタイトルの点滅表示を実現しています。
/**
* 剑,通过参数scale的直,来设定剑的图片是否翻转
* */
function Swords(bitmapData,scale){
var self = this;
base(self,LSprite,[]);
self.bitmapSwords = new LBitmap(bitmapData);
self.bitmapSwords.x = -self.bitmapSwords.getWidth()*0.5;
self.bitmapSwords.y = -self.bitmapSwords.getHeight()*0.5;
if(scale == -1){
self.bitmapSwords.scaleY = scale;
self.bitmapSwords.y += self.bitmapSwords.getHeight();
}
self.addChild(self.bitmapSwords);
}
7、画像を頂点オブジェクトに移動します。サブオブジェクト
/**
* 将LBitmap对象的中心放到一个对象的原点,并返回这个对象
* */
function MiddleBitmap(bitmapData){
var self = this;
base(self,LSprite,[]);
self.bitmapTitle = new LBitmap(bitmapData);
self.bitmapTitle.x = -self.bitmapTitle.getWidth()*0.5;
self.bitmapTitle.y = -self.bitmapTitle.getHeight()*0.5;
self.addChild(self.bitmapTitle);
}
8、特殊効果クラス
/** * 特效类,特效图片加入后,特效显示完毕之后自动消失 * */ function Effect(index){ var self = this; base(self,LSprite,[]); var bitmapData; switch(index){ case 0: bitmapData = new LBitmapData(dataList["effects"],99,45,116,96); break; case 1: bitmapData = new LBitmapData(dataList["effects"],102,278,110,88); break; case 2: bitmapData = new LBitmapData(dataList["effects"],357,85,122,127); break; case 3: bitmapData = new LBitmapData(dataList["effects"],346,357,108,99); break; case 4: bitmapData = new LBitmapData(dataList["effects"],246,918,57,62); break; } self.item = new MiddleBitmap(bitmapData); self.item.scaleX = self.item.scaleY = 0.1; self.addChild(self.item); LTweenLite.to(self.item,0.1,{scaleX:2,scaleY:2,ease:Quad.easeInOut}) .to(self.item,0.2,{scaleX:3,scaleY:3,alpha:0,ease:Quad.easeInOut,onComplete:function(obj){ var eff = obj.parent; eff.parent.removeChild(eff); }}); }上記の特殊効果クラスは、特殊効果オブジェクトが画面に追加されると、徐々に自動的に消えます。
9. 画面に文字を追加します
/**
* 添加人物图片到界面里
* */
function setChara(){
charaLayer = new LSprite();
stageLayer.addChild(charaLayer);
var charaBitmap,sy = 220;
var charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card01"]));
charaBitmap.scale = 0.4;
charaBitmap.x = 110;
charaBitmap.ty = 50;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card02"]));
charaBitmap.scale = 0.45;
charaBitmap.x = 85;
charaBitmap.ty = 90;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card03"]));
charaBitmap.scale = 0.55;
charaBitmap.x = 70;
charaBitmap.ty = 140;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card04"]));
charaBitmap.scale = 0.65;
charaBitmap.x = 75;
charaBitmap.ty = 215;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card05"]));
charaBitmap.scale = 0.75;
charaBitmap.x = 85;
charaBitmap.ty = 280;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
//right
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card05"]));
charaBitmap.scale = 0.4;
charaBitmap.x = 215;
charaBitmap.ty = 50;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card04"]));
charaBitmap.scale = 0.45;
charaBitmap.x = 240;
charaBitmap.ty = 90;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card01"]));
charaBitmap.scale = 0.55;
charaBitmap.x = 260;
charaBitmap.ty = 140;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card03"]));
charaBitmap.scale = 0.65;
charaBitmap.x = 260;
charaBitmap.ty = 215;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card02"]));
charaBitmap.scale = 0.75;
charaBitmap.x = 242;
charaBitmap.ty = 280;
charaBitmap.y = sy;
charaBitmap.alpha = 0;
charaLayer.addChild(charaBitmap);
}
左右に5文字ずつ追加し、最終的に画面上に表示される目標位置と目標サイズを設定します。
次の関数を使用して特殊効果を追加します
function addEff(index,x,y){ var eff = new Effect(index); eff.x = x; eff.y = y; stageLayer.addChild(eff); }10. 次に、最初に表示されていないオブジェクトをすべて画面に追加します。属性を false に設定します。
/** * 将所有对象和图片都添加到界面上 * */ function addItem(){ backLayer = new LSprite(); stageLayer.addChild(backLayer); backLayer.scaleX = backLayer.scaleY = 2; background = new BackGround(dataList["background"],dataList["background_ad"]); background.x = -60; background.y = -50; backLayer.addChild(background); var warship = new Warship(new LBitmapData(dataList["stable_assets"],0,0,409,480) ,new LBitmapData(dataList["stable_assets"],754,0,270,250)); warship.scaleX = warship.scaleY = 0.8; backLayer.addChild(warship); setChara(); warshipDown = new LSprite(); warshipDown.y = LGlobal.height; stageLayer.addChild(warshipDown); var warship02 = new LBitmap(new LBitmapData(dataList["stable_assets"],0,505,720,310)); warship02.scaleX = warship02.scaleY = 0.5; warship02.x = (LGlobal.width - warship02.getWidth())*0.5; warshipDown.addChild(warship02); var small_vs = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],726,502,120,120)); small_vs.scaleX = small_vs.scaleY = 0.6; small_vs.x = LGlobal.width*0.5; small_vs.y = LGlobal.height - 355; warshipDown.addChild(small_vs); playerText = new LTextField(); playerText.color = "red"; playerText.text = "player"; playerText.x = (LGlobal.width*0.5 - playerText.getWidth())*0.5; playerText.y = 30; warshipDown.addChild(playerText); enemyText = new LTextField(); enemyText.color = "red"; enemyText.text = "enemy"; enemyText.x = LGlobal.width*0.5 + (LGlobal.width*0.5 - enemyText.getWidth())*0.5; enemyText.y = 30; warshipDown.addChild(enemyText); windowUp = new LSprite(); windowUp.y = -50; stageLayer.addChild(windowUp); var title_battle = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],897,469,45,239)); title_battle.rotate = -90; title_battle.scaleX = title_battle.scaleY = 0.55; title_battle.x = LGlobal.width*0.5; title_battle.y = 10; windowUp.addChild(title_battle); var chain = new LBitmap(new LBitmapData(dataList["stable_assets"],880,264,71,180)); chain.rotate = -90; chain.scaleX = chain.scaleY = 0.5; windowUp.addChild(chain); var chain01 = new LBitmap(new LBitmapData(dataList["stable_assets"],851,740,100,173)); chain01.rotate = -90; chain01.scaleX = chain01.scaleY = 0.6; chain01.x = 240; windowUp.addChild(chain01); title = new Title(new LBitmapData(dataList["stable_assets"],415,425,405,80)); title.x = LGlobal.width*0.5; title.y = 290; title.alpha = 0; title.visible = false; stageLayer.addChild(title); big_vs = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],420,5,340,330)); big_vs.rotate = -90; big_vs.x = LGlobal.width*0.5; big_vs.y = 170; big_vs.alpha = 0; big_vs.visible = false; stageLayer.addChild(big_vs); swords = new Swords(new LBitmapData(dataList["stable_assets"],405,335,454,89),1); swords.x = LGlobal.width*0.5; swords.y = LGlobal.height*0.5 - 60; swords.rotate = -135; swords.scaleX = swords.scaleY = 0.8; swords.visible = false; stageLayer.addChild(swords); swords02 = new Swords(new LBitmapData(dataList["stable_assets"],405,335,454,89),-1); swords02.x = LGlobal.width*0.5; swords02.y = LGlobal.height*0.5 - 60; swords02.rotate = -45; swords02.scaleX = swords02.scaleY = 0.8; swords02.visible = false; stageLayer.addChild(swords02); }11、イージング関数を使用してアニメーションを実装します。
最初に最初のアニメーションを見てください
/* * 第一个动画开始播放 * */ function animation01Start(event){ if(event){ stageLayer.die(); stageLayer.removeAllChild(); } /*添加所有对象*/ addItem(); /*所有人物开始缓动*/ var charaList = charaLayer.childList,chara,delayValue,duration; for(var i=0,l=charaList.length;i= 5){ delayValue = 0.1*(i - 5); } duration = 1 - delayValue; chara.y = 220; LTweenLite.to(chara,duration,{delay:delayValue,alpha:1,scaleX:chara.scale,scaleY:chara.scale,ease:Strong.easeOut}) .to(chara,1,{y:chara.ty,ease:Strong.easeOut}); } /*背景缓动,变大左移上移→变小右移下移*/ LTweenLite.to(backLayer,1,{scaleX:1.3,scaleY:1.3,x:-100,y:-50,ease:Strong.easeOut}) .to(backLayer,1,{scaleX:1,scaleY:1,x:0,y:0,ease:Strong.easeOut}); /*下面窗口缓动,延时→上移→标题可显示+VS可显示*/ LTweenLite.to(warshipDown,0.5,{delay:1.5,y:320,ease:Elastic.easeOut,onComplete:function(){ title.visible = big_vs.visible = true; }}); /*上面窗口缓动,延时→下移*/ LTweenLite.to(windowUp,0.5,{delay:1.5,y:0,ease:Elastic.easeOut}); /*上面窗口缓动,延时→不透明*/ LTweenLite.to(title,0.2,{delay:1.5,alpha:1,ease:Elastic.easeOut}); /*VS标题缓动,延时→不透明缩小→缩小→添加特效并且进入第二个动画初始化*/ LTweenLite.to(big_vs,0.5,{delay:1.5,alpha:1,scaleX:1,scaleY:1,ease:Elastic.easeOut}) .to(big_vs,1,{scaleX:0.45,scaleY:0.45,ease:Elastic.easeOut,onComplete:function(){ addEff(1,big_vs.x,big_vs.y); addEff(1,big_vs.x,big_vs.y); /*所有缓动后,动画2开始准备*/ animation02Init(); }}); }2番目のアニメーション
/* * 第二个动画开始播放 * */ function animation02Start(event){ stageLayer.removeEventListener(LMouseEvent.MOUSE_UP, animation02Start); /*VS缓动,变大变透明→然后消失*/ LTweenLite.to(big_vs,1,{scaleX:2,scaleY:2,alpha:0,ease:Elastic.easeIn,onComplete:function(){ big_vs.parent.removeChild(big_vs); }}); /*背景缓动,变大→变大→变小*/ LTweenLite.to(backLayer,2,{delay:1,scaleX:1.2,scaleY:1.2,x:-100,y:-50,ease:Sine.easeInOut}) .to(backLayer,1,{scaleX:1.5,scaleY:1.5,ease:Sine.easeInOut}) .to(backLayer,0.5,{scaleX:1,scaleY:1,x:0,y:0,ease:Sine.easeInOut}); /*下面窗口缓动,下移→上移*/ LTweenLite.to(warshipDown,0.5,{delay:0.5,y:LGlobal.height,ease:Strong.easeOut}) .to(warshipDown,0.5,{delay:3,y:320,ease:Strong.easeOut}); /*上面窗口缓动,上移→下移*/ LTweenLite.to(windowUp,0.5,{delay:0.5,y:-50,ease:Strong.easeOut}) .to(windowUp,0.5,{delay:3,y:0,ease:Strong.easeOut}); /*标题缓动,无效果→不显示+人物缓动开始→显示*/ LTweenLite.to(title,0.5,{delay:0.5,ease:Strong.easeOut,onComplete:function(obj){ obj.visible = false; charaBattle(); }}) .to(title,0.5,{delay:3,ease:Strong.easeOut,onComplete:function(obj){ obj.visible = true; }}); /*宝剑变为可显示,且坐标设定在画面之外*/ swords.visible = true; swords02.visible = true; swords.x = -200; swords02.x = LGlobal.width + 200; var wait = 4; /*左边宝剑缓动,向右移动屏幕中间*/ LTweenLite.to(swords,0.5,{delay:wait,x:LGlobal.width*0.5,ease:Elastic.easeOut}); /*右边宝剑缓动,向左移动屏幕中间*/ LTweenLite.to(swords02,0.5,{delay:wait,x:LGlobal.width*0.5,ease:Elastic.easeOut}); /*stageLayer缓动,无效果延时,结束后添加特效并且进入第一个动画初始化*/ LTweenLite.to(stageLayer,0.2,{delay:wait,onComplete:function(){ addEff(Math.random()*5 >> 0,LGlobal.width*0.5,LGlobal.height*0.4); addEff(Math.random()*5 >> 0,LGlobal.width*0.5,LGlobal.height*0.4); addEff(Math.random()*5 >> 0,LGlobal.width*0.5,LGlobal.height*0.4); animation01Init(); }}); }12. 最後に、2つのアニメーションが終わったら、画面をクリックしてください。 2 つのアニメーションは相互に切り替えることができます
/* * 点击画面后,第一个动画开始播放 * */ function animation01Init(){ stageLayer.addEventListener(LMouseEvent.MOUSE_UP, animation01Start); } /* * 点击画面后,第二个动画开始播放 * */ function animation02Init(){ stageLayer.addEventListener(LMouseEvent.MOUSE_UP, animation02Start); }
完成了,以上是所有代码。欢迎大家一起交流
就不单独发源码文件了,我把所有代码都写进一个html文件了,大家直接鼠标右键查看页面源码吧
测试连接如下
http://lufylegend.com/demo/effects01/
以上就是HTML5超帅动画制作-LTweenLite的妙用的内容,更多相关内容请关注PHP中文网(www.php.cn)!