html5制作简单跑马灯的方法-创新互联
这期内容当中小编将会给大家带来有关html5制作简单跑马灯的方法,以专业的角度为大家分析和叙述,阅读完这篇文章希望大家可以有所收获。
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本游戏使用的是html5的canvas,运行游戏需要浏览器支持html5。
使用开源引擎:lufylegend.js,
lufylegend.js引擎包内包含这个demo,请直接下载lufylegend.js引擎,查看引擎包内源码
lufylegend.js引擎下载地址
http://lufylegend.com/lufylegend
游戏截图
游戏测试地址:http://fsanguo.comoj.com/html5/slot/index.html
游戏结构
index.html
js文件夹|---Main.js
|---Reel.js
images文件夹|--图片
游戏代码:
Main.js
init(50,"mylegend",600,600,main); var loadingLayer; var backLayer; var stopLayer; var startLayer; var loadIndex = 0; var imglist = {}; var btnup,btndown,btnleft,btnright; var imgData = new Array(); var mapImgList = new Array(); var mapmoveflag = ""; var MOVE_STEP = 10; var combination = new Array([1,1,5], [1,2,4], [1,5,1], [2,1,4], [2,3,3], [2,4,1], [2,5,4], [3,1,2], [3,4,3], [3,5,5], [4,1,2], [4,2,3], [4,5,1], [4,5,5], [5,1,1], [5,2,4], [5,3,2], [5,5,1], [1,1,1], [1,1,1]); var reels = new Array(); var kakes = new Array(); //停止ボタン参照用配列 var stopBtn = new Array(); var start; var win; function main(){ imgData.push({name:"stop_up",path:"./images/slot_stop_up.png"}); imgData.push({name:"stop_over",path:"./images/slot_stop_over.png"}); imgData.push({name:"start",path:"./images/slot_start.jpg"}); imgData.push({name:"kake",path:"./images/slot_kake.png"}); imgData.push({name:"slot_back",path:"./images/slot_back.jpg"}); imgData.push({name:"slot_ok",path:"./images/slot_ok.png"}); imgData.push({name:"item1",path:"./images/1.png"}); imgData.push({name:"item2",path:"./images/2.png"}); imgData.push({name:"item3",path:"./images/3.png"}); imgData.push({name:"item4",path:"./images/4.png"}); imgData.push({name:"item5",path:"./images/5.png"}); imgData.push({name:"item6",path:"./images/6.png"}); loadingLayer = new LSprite(); loadingLayer.graphics.drawRect(1,"black",[50, 200, 200, 20],true,"#ffffff"); addChild(loadingLayer); loadImage(); } function loadImage(){ if(loadIndex >= imgData.length){ removeChild(loadingLayer); legendLoadOver(); gameInit(); return; } loader = new LLoader(); loader.addEventListener(LEvent.COMPLETE,loadComplete); loader.load(imgData[loadIndex].path,"bitmapData"); } function loadComplete(event){ loadingLayer.graphics.clear(); loadingLayer.graphics.drawRect(1,"black",[50, 200, 200, 20],true,"#ffffff"); loadingLayer.graphics.drawRect(1,"black",[50, 203, 200*(loadIndex/imgData.length), 14],true,"#000000"); imglist[imgData[loadIndex].name] = loader.content; loadIndex++; loadImage(); } function gameInit(event){ var i,j,bitmap,bitmapdata,childmap; backLayer = new LSprite(); addChild(backLayer); bitmapdata = new LBitmapData(imglist["slot_back"]); bitmap = new LBitmap(bitmapdata); backLayer.addChild(bitmap); stopLayer = new LSprite(); addChild(stopLayer); for(i=0;i<3;i++){ var reel = new Reel(combination,i); reel.x = 150 * i + 90; reel.y = 225; reels.push(reel); addChild(reel); var kake = new LBitmap(new LBitmapData(imglist["kake"])); kake.x = 150 * i + 90; kake.y = 225; kakes.push(kake); addChild(kake); var stop = new LButton(new LBitmap(new LBitmapData(imglist["stop_up"])),new LBitmap(new LBitmapData(imglist["stop_over"]))); stop.x = 150 * i + 110; stop.y = 490; stop.index = i; stopBtn.push(stop); stop.visible = false; stop.addEventListener(LMouseEvent.MOUSE_UP, stopevent); addChild(stop); } startLayer = new LSprite(); addChild(startLayer); start = new LButton(new LBitmap(new LBitmapData(imglist["start"])),new LBitmap(new LBitmapData(imglist["start"]))); start.x = 55; start.y = 450; startLayer.addChild(start); start.addEventListener(LMouseEvent.MOUSE_UP, onmouseup); win = new LButton(new LBitmap(new LBitmapData(imglist["slot_ok"])),new LBitmap(new LBitmapData(imglist["slot_ok"]))); startLayer.addChild(win); win.visible = false; win.addEventListener(LMouseEvent.MOUSE_UP, winclick); backLayer.addEventListener(LEvent.ENTER_FRAME,onframe); } function onframe(){ var i; for(i=0;i<3;i++){ reels[i].onframe(); } } function stopevent(event,currentTarget){ reels[currentTarget.index].stopFlag = true; } function onmouseup(event){ var i; var stopNum = Math.floor(Math.random()*(combination.length/3)); start.visible = false; for(i=0;i<3;i++){ stopBtn[i].visible = true; reels[i].startReel = true; reels[i].stopFlag = false; reels[i].stopNum = stopNum; } } function winclick(){ win.visible = false; start.visible = true; } function checkWin(){ var i; var allstop = 0; for(i=0;i<3;i++){ if(!reels[i].startReel)allstop++; } if(allstop >= 3){ for(i=0;i<3;i++){ stopBtn[i].visible = false; } if(reels[0].stopNum >= 19){ win.visible = true; }else{ start.visible = true; } } }
Reel.js
function Reel(combination,index){ base(this,LSprite,[]); var self = this; //------------------------------------------- //実行側から操作可能なプロパティの初期設定 //------------------------------------------- self.maxSpeed = 70; self.minSpeed = 10; self.currentNum = 1; self.stopNum = 0; self.maxNum = 6; self.speedUpStep = 2; self.speedDownStep = 2; self.combination = combination; self.stopFlag = true; self.currentSpeed = 0; self.startReel = false; self.index = index; //------------------------------------------- //準備 //------------------------------------------- self.reels = []; self.indexs = [0,0,0,0]; self.reels.push(new LBitmap(self.getReel())); self.reels.push(new LBitmap(self.getReel())); self.reels.push(new LBitmap(self.getReel())); self.reels.push(new LBitmap(self.reels[0].bitmapData)); var i,sy; self.reels[0].height = 60; self.reels[0].bitmapData.height = self.reels[0].height; self.reels[0].bitmapData.setCoordinate(0,80-self.reels[0].height); self.reels[2].height = 60; self.reels[2].bitmapData.height = self.reels[2].height; self.reels[3].visible = false; sy = 0; for(i=0;iself.maxNum)self.currentNum = 1; self.indexs[0] = self.currentNum; self.indexs.pop(); self.indexs.unshift(self.currentNum); var nextReel = new LBitmapData(imglist["item"+self.currentNum++]); return nextReel; }; Reel.prototype.wheel = function (){ var self = this; //回転速度の調節 if (self.stopFlag) { //スピードダウン if (self.currentSpeed > self.minSpeed) { self.currentSpeed -= self.speedDownStep; } else { self.currentSpeed = self.minSpeed; } } else { //スピードアップ if (self.currentSpeed < self.maxSpeed) { self.currentSpeed += self.speedUpStep; } else { self.currentSpeed = self.maxSpeed; } } if(self.stopFlag && self.currentSpeed <= self.minSpeed && self.indexs[1] == self.combination[self.stopNum][self.index] && self.reels[1].y + self.currentSpeed > 60){ self.currentSpeed = 60 - self.reels[1].y; self.startReel = false; } self.setY(); if(!self.startReel)checkWin(); }; Reel.prototype.setY = function(){ var self = this; self.reels[1].y += self.currentSpeed; if(self.reels[1].y + self.reels[1].height > 200){ self.reels[1].height = 200 - self.reels[1].y; self.reels[1].bitmapData.height = self.reels[1].height; } if(self.reels[1].y > 80){ self.reels[0].height = 80; self.reels[0].y = self.reels[1].y - 80; }else{ self.reels[0].height = self.reels[1].y; self.reels[0].y = 0; } self.reels[0].bitmapData.height = self.reels[0].height; self.reels[0].bitmapData.setCoordinate(0,80-self.reels[0].height); self.reels[2].y = self.reels[1].y + self.reels[1].height; if(self.reels[2].y > 200){ self.reels[2].visible = false; }else if(self.reels[2].y + 80 > 200){ self.reels[2].height = 200 - self.reels[2].y; self.reels[2].bitmapData.height = self.reels[2].height; }else{ self.reels[3].y = self.reels[2].y + self.reels[2].height; if(self.reels[3].y < 200){ self.reels[3].height = 200 - self.reels[3].y; self.reels[3].bitmapData.height = self.reels[3].height; } } if(self.reels[0].y > 0){ var child = self.reels.pop(); child.bitmapData = self.getReel(); child.visible = true; self.reels.unshift(child); child.y = 0; child.height = self.reels[1].y; child.bitmapData.height = child.height; child.bitmapData.setCoordinate(0,80-child.height); } if(self.reels[3].y >= 200){ self.reels[3].visible = false; } };
index.html
slotloading……
以上便是html5制作简单跑马灯的方法,虽然从篇幅上看很复杂,但是示例代码非常详细且容易理解,如果想了解更多相关内容,请关注创新互联成都网站设计公司行业资讯。
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