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用仿ActionScript的語法來寫html5-第三篇,滑鼠事件與遊戲人物移動

黄舟
黄舟原創
2017-01-17 16:35:331330瀏覽

第三篇,滑鼠事件與遊戲人物移動

一,假設
假設,所有可添加滑鼠事件的對象,都有一個mouseEvent方法,添加的滑鼠事件同過這個mouseEvent來呼叫。
這樣的話,加入滑鼠事件,其實只需要為canvas新增滑鼠事件,然後循環LGlobal類別裡的childList,也就是循環所有的視覺對象,如果被加入了滑鼠事件,那就呼叫它對應的方法。
二,實作
1,給LGlobal類別追加mouseEvent方法,然後修改LGlobal類別的setCanvas,實作canvas的滑鼠事件的新增與呼叫

LGlobal.setCanvas = function (id,width,height){  
    LGlobal.canvasObj = document.getElementById(id);  
    if(width)LGlobal.canvasObj.width = width;  
    if(height)LGlobal.canvasObj.height = height;  
    LGlobal.width = LGlobal.canvasObj.width;  
    LGlobal.height = LGlobal.canvasObj.height;  
    LGlobal.canvas = LGlobal.canvasObj.getContext("2d");  
      
    LEvent.addEventListener(LGlobal.canvasObj,LMouseEvent.MOUSE_DOWN,function(event){  
        LGlobal.mouseEvent(event,LMouseEvent.MOUSE_DOWN);  
    });  
}   
LGlobal.mouseEvent = function(event,type){  
    var key;  
    for(key in LGlobal.childList){  
        if(LGlobal.childList[key].mouseEvent){  
            LGlobal.childList[key].mouseEvent(event,type);  
        }  
    }  
}

2,給LSprite類別新增mouseList數組,用來保存所新增的滑鼠事件,然後添加mouseEvent方法
mouseEvent方法中,我們需要做2個處理,
1),判斷自己是否添加了滑鼠事件,如果沒有添加,則循環它的childList
2),如果添加了滑鼠事件,判斷自己是否被點擊,LSprite雖說意義上是可視類,但是其實目前它本身是不可見的,可見的是它上面的Bitmap,準確地說,是這個Bitmap類中的BitmapData,更準確地說,是這個BitmapData中的Image,所以判斷自己是否被點擊,需要判斷的是LSprite中的childList中的可視對像是否被點擊,如果被點擊,則調用相應的方法

mouseEvent:function (event,type,cood){  
        if(cood==null)cood={x:0,y:0};  
        var self = this;  
        if(self.mouseList.length == 0){  
            for(key in self.childList){  
                if(self.childList[key].mouseEvent){  
                    self.childList[key].mouseEvent(event,type,{x:self.x+cood.x,y:self.y+cood.y});  
                }  
            }  
            return;  
        }  
        if(self.childList.length == 0)return;  
        var key;  
        var isclick = false;  
        for(key in self.childList){  
            isclick = self.childList[key].ismouseon(event,{x:self.x+cood.x,y:self.y+cood.y});  
            if(isclick)break;  
        }  
        if(isclick){  
            for(key in self.mouseList){  
                var obj = self.mouseList[key];  
                if(obj.type == type){  
                    event.selfX = event.offsetX - (self.x+cood.x);  
                    event.selfY = event.offsetY - (self.y+cood.y);  
                    event.currentTarget = self;  
                    obj.listener(event);  
                }  
            }  
            return;  
        }  
          
    },  
    ismouseon:function(event,cood){  
        var self = this;  
        var key;  
        var isclick = false;  
        for(key in self.childList){  
            isclick = self.childList[key].ismouseon(event,{x:self.x+cood.x,y:self.y+cood.y});  
            if(isclick)break;  
        }  
        return isclick;  
    }

ismouseon方法,用來判斷自己是否被點擊
LBitmap類別中也需要判斷是否自己被點擊,所以加入ismouseon

ismouseon:function(event,cood){  
        var self = this;  
        if(event.offsetX >= self.x + cood.x && event.offsetX <= self.x + cood.x + self.width &&   
            event.offsetY >= self.y + cood.y && event.offsetY <= self.y + cood.y + self.height){  
            return true;  
        }else{  
            return false;  
        }  
    }

加入滑鼠事件的時候,模仿ActionScript的語法

backLayer.addEventListener(LMouseEvent.MOUSE_DOWN, onmousedown);

下面,準備一張地圖,一個人物行走圖,用滑鼠事件控制人物的走動,

init(80,"back",800,480,main);  
  
  
var list = new Array();  
var index = 0;  
var backLayer;  
//地图  
var mapimg;  
//人物  
var playerimg;  
var loader  
var imageArray;  
var animeIndex = 0;  
var dirindex = 0;  
var dirarr = new Array({x:0,y:1},{x:-1,y:0},{x:1,y:0},{x:0,y:-1},{x:-1,y:1},{x:1,y:1},{x:-1,y:-1},{x:1,y:-1});  
var dirmark = {"0,1":0,"-1,0":1,"1,0":2,"0,-1":3,"-1,1":4,"1,1":5,"-1,-1":6,"1,-1":7};  
  
  
//移动目标  
var toX = 0;  
var toY = 0;  
function main(){  
      
    loader = new LLoader();  
    loader.addEventListener(LEvent.COMPLETE,loadBitmapdata);  
    loader.load("back.jpg","bitmapData");  
}  
function loadBitmapdata(event){  
    var bitmapdata = new LBitmapData(loader.content);  
    mapimg = new LBitmap(bitmapdata);  
    loader = new LLoader();  
    loader.addEventListener(LEvent.COMPLETE,loadOver);  
    loader.load("1.png","bitmapData");  
}  
function loadOver(event){  
    var bitmapdata = new LBitmapData(loader.content,0,0,70,92);  
    imageArray = LGlobal.divideCoordinate(bitmapdata.image.width,bitmapdata.image.height,8,8);  
    document.getElementById("inittxt").innerHTML="";  
    playerimg = new LBitmap(bitmapdata);  
    playerimg.bitmapData.setCoordinate(0,0);  
    index = 0;  
    backLayer = new LSprite();  
    addChild(backLayer);  
    backLayer.addChild(mapimg);  
    backLayer.addChild(playerimg);  
    backLayer.addEventListener(LEvent.ENTER_FRAME, onframe)  
    backLayer.addEventListener(LMouseEvent.MOUSE_DOWN, onmousedown);  
}  
  
  
function onframe(){  
    index++;  
    if(index >= imageArray[0].length){  
        index = 0;  
    }  
    var markx = 0,marky = 0;  
    var l = 3;  
    if(playerimg.x > toX){  
        playerimg.x -= l;  
        markx = -1;  
    }else if(playerimg.x < toX){  
        playerimg.x += l;  
        markx = 1;  
    }  
    if(playerimg.y > toY){  
        playerimg.y -= l;  
        marky = -1;  
    }else if(playerimg.y < toY){  
        playerimg.y += l;  
        marky = 1;  
    }  
    if(markx !=0 || marky != 0){  
        var mark = markx+","+marky;  
        dirindex = dirmark[mark];  
    }  
    playerimg.bitmapData.setCoordinate(imageArray[dirindex][index].x,imageArray[dirindex][index].y);  
}  
function onmousedown(event){  
    toX = parseInt(event.selfX/3)*3;  
    toY = parseInt(event.selfY/3)*3;  
}

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