Das Beispiel in diesem Artikel beschreibt den supercoolen Animationseffekt, der durch die HTML5-Spiele-Engine LTweenLite erzielt wird. Teilen Sie es als Referenz mit allen. Die Details lauten wie folgt:
lufylegend.js ist eine Open-Source-HTML5-Spiel-Engine. Einige dieser Animationen sind Flash-Dateien und einige sind Videodateien unten dargestellt.
Die Testverbindung ist wie folgt:
http://lufylegend.com/demo/effects01/
1. Vorbereitung
Die Vorbereitung besteht natürlich darin, die Engine herunterzuladen.
offizielle Website der lufylegend.js-Engine
http://lufylegend.com/lufylegend
Link zur Online-API-Dokumentation der lufylegend.js-Engine
http://lufylegend.com/lufylegend/api
2. Produktionsprozess
Um Animationen zu erstellen, müssen Sie im Allgemeinen die Timeline-Ereignisse in der lufylegend.js-Engine verwenden.
layer.addEventListener(LEvent.ENTER_FRAME, onframe); function onframe(event){ A.x += 1; }
Timeline ist die am häufigsten verwendete Methode bei der Produktion von Spielen und Animationen, aber dieses Mal haben wir eine andere Methode zum Erstellen von Animationen verwendet, nämlich LTweenLite.
LTweenLite ist die Beschleunigungsklasse in der lufylegend.js-Engine. Sie ist im Animationsproduktionsprozess sehr nützlich und noch praktischer als gewöhnliche Timeline-Ereignisse. In der folgenden Entwicklung werden alle Animationen durch die Klassenklasse implementiert .
1. Natürlich müssen Sie zuerst HTML vorbereiten
<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <title>effects01</title> <script type="text/javascript" src="js/lufylegend-1.8.0.simple.min.js"></script> <script type="text/javascript" src="js/lufylegend.LoadingSample4-0.1.0.min.js"></script> </head> <body style="margin:0px 0px 0px 0px;"> <div id="legend"></div> <script> </script> </body> </html>
2. Dann wird die Engine initialisiert und Bilder werden gelesen
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); }
Der obige Code stellt die Benutzeroberfläche beim Surfen auf einem Mobiltelefon auf Vollbild ein.
3. Erstellen Sie einen automatisch blinkenden Hintergrund
/** * 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(); }}); }
Der obige Code verwendet die neue Funktion der lufylegend.js-Engine Version 1.8.0, die kontinuierlich erleichtert. Wenn die Erleichterung endet, ruft er seine eigene Ausführungsfunktion auf und realisiert so eine Schleife.
4. Ein Schlachtschiff, das kontinuierlich Kanonenkugeln abfeuert
/** * 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(); }}); }
Der obige Code verwendet dieselbe Methode, um die Schleife zu implementieren.
5. Ein blinkender Titel
/** * 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(); }}); }
Der obige Code realisiert die blinkende Anzeige des Titels durch kontinuierliche Änderung der Transparenz des Bildes.
6. Schwerttyp, der das Anzeigebild umdrehen kann
/** * 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. Verschieben Sie das Bild zum Scheitelpunktobjekt. Wenn die Mitte des Unterobjekts LBitmap zum Ursprung des Objekts verschoben wird, besteht der Vorteil darin, dass sich die angezeigte Position des Objekts nicht ändert, unabhängig davon, ob das Objekt gestreckt oder gedreht wird.
/** * 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. Ein Spezialeffektkurs
/** * 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); }}); }
Die obige Spezialeffektklasse verschwindet nach und nach automatisch, wenn das Spezialeffektobjekt zum Bildschirm hinzugefügt wird.
9. Fügen Sie Zeichen zum Bildschirm hinzu
/** * 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); }
Fügen Sie links und rechts fünf Zeichen hinzu und legen Sie die Zielposition und Zielgröße fest, die schließlich auf dem Bildschirm angezeigt werden sollen.
Verwenden Sie die folgende Funktion, um einen Spezialeffekt hinzuzufügen
function addEff(index,x,y){ var eff = new Effect(index); eff.x = x; eff.y = y; stageLayer.addChild(eff); }
10. Fügen Sie als Nächstes alle Objekte zum Bildschirm hinzu, die zu Beginn nicht angezeigt werden sollen
/** * 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); }
Sehen Sie sich zuerst die erste Animation an
/* * 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<l i="" chara="charaList[i];" y="220;" scalex="chara.scaleY" 2="" delayvalue="0.1*i;" if="">= 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(); }}); }
/* * 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(); }}); }
/* * 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); }
Klicken Sie hier für den vollständigen Beispielcode
Download von dieser Website. Ich hoffe, dass dieser Artikel für alle hilfreich ist, die sich mit der JavaScript-Programmierung befassen.