Contoh dalam artikel ini menerangkan kesan animasi hebat yang dicapai oleh enjin permainan HTML5 LTweenLite. Kongsikan dengan semua orang untuk rujukan anda, butirannya adalah seperti berikut:
lufylegend.js ialah enjin permainan HTML5 sumber terbuka Selalunya terdapat pelbagai animasi dalam permainan ditunjukkan di bawah.
Sambungan ujian adalah seperti berikut:
http://lufylegend.com/demo/effects01/
1. Persediaan
Persediaan sudah tentu untuk memuat turun enjin.
laman web rasmi enjin lufylegend.js
http://lufylegend.com/lufylegend
pautan dokumentasi API dalam talian enjin lufylegend.js
http://lufylegend.com/lufylegend/api
2. Proses pengeluaran
Untuk membuat animasi, anda biasanya perlu menggunakan garis masa Penggunaan acara garis masa dalam enjin lufylegend.js adalah seperti berikut
layer.addEventListener(LEvent.ENTER_FRAME, onframe); function onframe(event){ A.x += 1; }
Garis masa ialah kaedah yang paling biasa digunakan dalam penghasilan permainan dan animasi, tetapi kali ini kami menggunakan kaedah lain untuk menghasilkan animasi iaitu LTweenLite.
LTweenLite ialah kelas pelonggaran dalam enjin lufylegend.js Ia sangat berguna dalam proses pengeluaran animasi dan lebih mudah daripada acara garis masa biasa Dalam pembangunan berikut, semua animasi akan dipermudahkan melalui LTweenLite Dilaksanakan oleh kelas kelas .
1 Sudah tentu, anda mesti menyediakan HTML terlebih dahulu
<!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. Kemudian enjin dimulakan dan imej dibaca
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); }
Kod di atas akan menetapkan antara muka kepada skrin penuh apabila menyemak imbas pada telefon mudah alih.
3. Cipta latar belakang berkelip automatik
/** * 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(); }}); }
Kod di atas menggunakan fungsi baharu enjin lufylegend.js versi 1.8.0, yang terus mereda dan apabila kemudahan itu tamat, ia memanggil fungsi lariannya sendiri, dengan itu merealisasikan gelung.
4. Kapal perang yang menembak bola meriam secara berterusan
/** * 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(); }}); }
Kod di atas menggunakan kaedah yang sama untuk melaksanakan gelung.
5. Tajuk yang berkelip
/** * 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(); }}); }
Kod di atas merealisasikan paparan berkelip bagi tajuk dengan menukar ketelusan imej secara berterusan.
6. Jenis pedang yang boleh membalikkan imej paparan
/** * 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. Alihkan imej ke objek bucu. Jika pusat sub-objek LBitmap dialihkan ke asal objek, kelebihannya ialah kedudukan objek yang dipaparkan tidak akan berubah tanpa mengira sama ada objek itu diregangkan atau diputar.
/** * 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. Kelas kesan khas
/** * 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); }}); }
Kelas kesan khas di atas secara beransur-ansur akan hilang secara automatik apabila objek kesan khas ditambahkan pada skrin.
9. Tambahkan aksara pada skrin
/** * 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); }
Tambahkan lima aksara ke sisi kiri dan kanan, dan tetapkan kedudukan sasaran dan saiz sasaran yang akhirnya akan dipaparkan pada skrin.
Gunakan fungsi berikut untuk menambah kesan istimewa
function addEff(index,x,y){ var eff = new Effect(index); eff.x = x; eff.y = y; stageLayer.addChild(eff); }
10 Seterusnya, tambahkan semua objek pada skrin Untuk objek yang tidak akan dipaparkan pada permulaan, tetapkan atribut kelihatannya kepada
/** * 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. Gunakan fungsi pelonggaran untuk merealisasikan animasi.
Tonton animasi pertama dahulu
/* * 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(); }}); }
Animasi kedua
/* * 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 Akhir sekali, anda perlu menambah acara klik selepas kedua-dua animasi selesai Klik skrin supaya kedua-dua animasi boleh bertukar antara satu sama lain
/* * 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); }
Selesai, di atas adalah semua kod. Mengalu-alukan semua orang untuk berkomunikasi bersama
3. Kod sumber
Klik di sini untuk kod contoh lengkapMuat turun dari tapak ini.
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