本教程為大家分享了Fly Bird小游戲的制作流程,供大家參考,具體內(nèi)容如下
1.分析頁(yè)面結(jié)構(gòu),理清需求和功能
游戲有三個(gè)界面,分別是開(kāi)始界面,游戲界面和游戲結(jié)束界面。
1.1 開(kāi)始界面

start.gif
游戲的大背景
上下移動(dòng)的游戲標(biāo)題和翅膀擺動(dòng)的小鳥(niǎo)
start 按鈕,點(diǎn)擊進(jìn)入游戲界面
一直移動(dòng)的地面
1.2 游戲界面

play.gif
顯示越過(guò)障礙數(shù)量的計(jì)分器
移動(dòng)的障礙物,分別是上管道和下管道
點(diǎn)擊游戲界面,小鳥(niǎo)向上飛起,然后在重力作用下下墜,
當(dāng)小鳥(niǎo)和管道碰撞后,結(jié)束界面彈出,同時(shí)小鳥(niǎo)落到地面
1.3 結(jié)束界面
GAMEOVER 提示面板
OK 按鈕
2. 開(kāi)發(fā)“開(kāi)始界面”
考慮到草地的移動(dòng)效果,我們?cè)陧?yè)面中加入兩個(gè)草地
2.1 HTML
<!DOCTYPE html><html> <head> <meta charset="utf-8" /> <title>Fly Bird</title> <link rel="stylesheet" type="text/css" href="css/index.css"/> </head> <body> <div id="wrapBg"> <!--游戲背景--> <div id="headTitle"> <!--開(kāi)始標(biāo)題--> <img id="headBird" src="img/bird0.png" alt="小鳥(niǎo)" /> <!--標(biāo)題中的小鳥(niǎo)--> </div> <button id="startBtn" ></button> <!--開(kāi)始按鈕--> <div id="grassLand1"></div> <!--草地1--> <div id="grassLand2"></div> <!--草地2--> </div> </body></html>
2.2 CSS
#wrapBg{/*游戲背景*/ width: 343px;height: 480px; margin: 0 auto; background-image:url(../img/bg.jpg); position: relative; top: 100px; overflow: hidden;}#headTitle{/*開(kāi)始標(biāo)題*/ width: 236px;height: 77px; background-image: url(../img/head.jpg); position: absolute; left: 53px; top: 100px;}#headBird{/*開(kāi)始標(biāo)題中的小鳥(niǎo)*/ float:right; margin-top: 25px;}#startBtn{/*開(kāi)始按鈕*/ width: 85px;height: 29px; padding: 0;margin: 0; background-image: url(../img/start.jpg); position: absolute;left: 129px;top: 250px;}#grassLand1{/*草地1*/ height: 14px;width: 343px; background-image: url(../img/banner.jpg); position: absolute;top: 423px;}#grassLand2{/*草地2*/ height: 14px;width: 343px; background-image: url(../img/banner.jpg); position: absolute;top: 423px;left: 343px;}將wrapBg中的overflow:hidden 注釋掉的頁(yè)面效果

開(kāi)始界面.jpg
2.3 JS
小鳥(niǎo)煽動(dòng)翅膀的效果需要用到逐幀動(dòng)畫(huà)的原理
逐幀動(dòng)畫(huà)是一種常見(jiàn)的動(dòng)畫(huà)形式(Frame By Frame),其原理是在“連續(xù)的關(guān)鍵幀”中分解動(dòng)畫(huà)動(dòng)作,也就是在時(shí)間軸的每幀上逐幀繪制不同的內(nèi)容,使其連續(xù)播放而成動(dòng)畫(huà)。

2.3.1 開(kāi)始標(biāo)題的擺動(dòng)
var jsHeadTitle = document.getElementById("headTitle");// 獲取標(biāo)題 var jsHeadBird = document.getElementById("headBird"); // 獲取標(biāo)題中小鳥(niǎo) var Y = 3;//標(biāo)題的擺動(dòng)幅度 var index = 0; var imgArr = ["img/bird0.png","img/bird1.png"] //將小鳥(niǎo)圖片路徑放入一個(gè)數(shù)組,利用逐幀動(dòng)畫(huà)的原理做出小鳥(niǎo)翅膀擺動(dòng)的樣子 var headWaveTimer = setInterval(headWave,200); //設(shè)置標(biāo)題上下擺動(dòng)的定時(shí)器 function headWave() { Y *= -1; jsHeadTitle.style.top = jsHeadTitle.offsetTop + Y + "px"; jsHeadBird.src = imgArr[index++]; if (index == 2) { index = 0; } }2.3.2 移動(dòng)的草地
var jsGrassLand1 = document.getElementById("grassLand1"); //獲取草地1 var jsGrassLand2 = document.getElementById("grassLand2"); //獲取草地2 var landTimer = setInterval(landRun,30); //讓草地動(dòng)起來(lái)的定時(shí)器 function landRun() { if (jsGrassLand1.offsetLeft <= -343) { jsGrassLand1.style.left = "343px"; } if (jsGrassLand2.offsetLeft <= -343) { jsGrassLand2.style.left = "343px"; } jsGrassLand1.style.left = jsGrassLand1.offsetLeft - 3 + "px"; jsGrassLand2.style.left = jsGrassLand2.offsetLeft - 3 + "px"; }2.3.3 Start按鍵
var jsStartBtn = document.getElementById("startBtn"); jsStartBtn.onclick = function() { //為start按鍵添加點(diǎn)擊事件處理程序 jsHeadTitle.style.display = "none"; //隱藏標(biāo)題 clearInterval(headWaveTimer); //關(guān)閉讓標(biāo)題擺動(dòng)的定時(shí)器 jsStartBtn.style.display = "none"; //隱藏按鍵 //待添加功能 //點(diǎn)擊開(kāi)始按鍵進(jìn)入游戲界面 }完成后的效果(注釋掉了wrapBg中的overflow:hidden )

start01.gif
接下來(lái)我們開(kāi)發(fā)“游戲界面”
3. “游戲界面”的開(kāi)發(fā)
游戲界面中有三樣元素,分別是“小鳥(niǎo)”,“障礙”,和“計(jì)分器”,我們依次來(lái)創(chuàng)建相應(yīng)的對(duì)象。
3.1 小鳥(niǎo)
首先,創(chuàng)建小鳥(niǎo)的對(duì)象, bird.js 文件。
var bird = { flyTimer:null,//小鳥(niǎo)飛翔定時(shí)器 wingTimer:null,//小鳥(niǎo)翅膀擺動(dòng)定時(shí)器 div:document.createElement("div"), showBird:function(parentObj) { this.div.style.width = "40px"; this.div.style.height = "28px"; this.div.style.backgroundImage = "url(img/bird0.png)"; this.div.style.backgroundRepeat = "no-repeat"; this.div.style.position = "absolute"; this.div.style.left = "50px"; this.div.style.top = "200px"; this.div.style.zIndex = "1"; parentObj.appendChild(this.div); //將小鳥(niǎo)DIV插入游戲界面中 }, fallSpeed: 0, //小鳥(niǎo)下落速度 flyBird: function(){ //控制小鳥(niǎo)飛翔下落的函數(shù) bird.flyTimer = setInterval(fly,40); function fly() { bird.div.style.top = bird.div.offsetTop + bird.fallSpeed++ + "px"; if (bird.div.offsetTop < 0) { bird.fallSpeed = 2; //這里用于控制小鳥(niǎo)不要飛出界面 } if (bird.div.offsetTop >= 395) { bird.fallSpeed = 0; clearInterval(bird.flyTimer); //一旦飛到地面,清除定時(shí)器 clearInterval(bird.wingTimer); //清除翅膀擺動(dòng)定時(shí)器 } if (bird.fallSpeed > 12) { bird.fallSpeed = 12; //鳥(niǎo)的最大下落速度控制在12 } } }, wingWave: function() { //控制小鳥(niǎo)煽動(dòng)翅膀的函數(shù) var up = ["url(img/up_bird0.png)", "url(img/up_bird1.png)"]; var down = ["url(img/down_bird0.png)", "url(img/down_bird1.png)"]; var i = 0, j = 0; bird.wingTimer = setInterval(wing,120);//逐幀動(dòng)畫(huà),小鳥(niǎo)煽動(dòng)翅膀 function wing() { if (bird.fallSpeed > 0) { bird.div.style.backgroundImage = down[i++]; if (i==2) {i = 0} }if (bird.fallSpeed < 0) { bird.div.style.backgroundImage = up[j++]; if (j==2) {j = 0} } } }, };下面,實(shí)現(xiàn)點(diǎn)擊start按鈕時(shí),加載小鳥(niǎo)。(在之前的代碼基礎(chǔ)上添加)
jsStartBtn.onclick = function() { //為start按鍵添加點(diǎn)擊事件處理程序 jsHeadTitle.style.display = "none"; //隱藏標(biāo)題 clearInterval(headWaveTimer); //關(guān)閉讓標(biāo)題擺動(dòng)的定時(shí)器 jsStartBtn.style.display = "none"; //隱藏按鍵 bird.showBird(jsWrapBg); //插入小鳥(niǎo)到界面中 bird.flyBird(); //控制小鳥(niǎo)飛翔下落 bird.wingWave(); //逐幀動(dòng)畫(huà),小鳥(niǎo)煽動(dòng)翅膀 jsWrapBg.onclick = function(){ bird.fallSpeed = -8; }; //待添加功能 //點(diǎn)擊開(kāi)始按鍵進(jìn)入游戲界面}添加小鳥(niǎo)后的效果

play01.gif
3.2 障礙(上方水管和下方水管)

block示意圖.png
障礙分為上方管道和下方管道,如示意圖所示結(jié)構(gòu)嵌套,這樣就可以通過(guò)隨機(jī)設(shè)置DownDiv2的高度和gapHeight的高度,來(lái)改變生成障礙的形態(tài)
block.js
function Block() { this.upDivWrap = null; this.downDivWrap = null; this.downHeight = baseObj.randomNum(0,150); this.gapHeight = baseObj.randomNum(150,160); this.upHeight = 312 - this.downHeight - this.gapHeight; // 用來(lái)生成Div的方法 this.createDiv = function(url, height, positionType, left, top) { var newDiv = document.createElement("div"); newDiv.style.width = "62px"; newDiv.style.height = height; newDiv.style.position = positionType; newDiv.style.left = left; newDiv.style.top = top; newDiv.style.backgroundImage = url; //"url(/img/0.jpg)" return newDiv; }; this.createBlock = function() { var upDiv1 = this.createDiv("url(img/up_mod.png)", this.upHeight + "px"); var upDiv2 = this.createDiv("url(img/up_pipe.png)", "60px"); this.upDivWrap = this.createDiv(null, null, "absolute", "450px"); this.upDivWrap.appendChild(upDiv1); this.upDivWrap.appendChild(upDiv2);//生成上方管道 var downDiv1 = this.createDiv("url(img/down_pipe.png)", "60px"); var downDiv2 = this.createDiv("url(img/down_mod.png)", this.downHeight +"px"); this.downDivWrap = this.createDiv(null, null, "absolute", "450px", 363 - this.downHeight + "px"); this.downDivWrap.appendChild(downDiv1); this.downDivWrap.appendChild(downDiv2); //生成下方的管道 jsWrapBg.appendChild(this.upDivWrap); jsWrapBg.appendChild(this.downDivWrap); }; this.moveBlock = function() { //控制管道移動(dòng)的方法 this.upDivWrap.style.left = this.upDivWrap.offsetLeft - 3 + "px"; this.downDivWrap.style.left = this.downDivWrap.offsetLeft - 3 + "px"; }; }公共對(duì)象文件 baseObj.js ,用來(lái)提供隨機(jī)數(shù),和兩個(gè)矩形div的碰撞檢測(cè)
var baseObj = { //隨機(jī)數(shù) randomNum: function(min, max) { return parseInt(Math.random() * (max - min + 1) + min); }, //兩個(gè)矩形元素之間的碰撞檢測(cè) rectangleCrashExamine: function (obj1, obj2) { var obj1Left = obj1.offsetLeft; var obj1Width = obj1.offsetLeft + obj1.offsetWidth; var obj1Top = obj1.offsetTop; var obj1Height = obj1.offsetTop + obj1.offsetHeight; var obj2Left = obj2.offsetLeft; var obj2Width = obj2.offsetLeft + obj2.offsetWidth; var obj2Top = obj2.offsetTop; var obj2Height = obj2.offsetTop + obj2.offsetHeight; if (!(obj1Left > obj2Width || obj1Width < obj2Left || obj1Top > obj2Height || obj1Height < obj2Top)) { return true; } return false; },};下面我的想法是在start按鈕點(diǎn)擊的時(shí)候創(chuàng)建一個(gè)block,把這個(gè)block存儲(chǔ)到數(shù)組 blocksArr 中,在 landTimer 定時(shí)器的方法 landRun 中檢查此數(shù)組的長(zhǎng)度,如果數(shù)組不為空數(shù)組,那么就讓數(shù)組中所有的block移動(dòng)。
檢查最后一個(gè)block離開(kāi)的距離,達(dá)到一定距離,就重新new 一個(gè)block,添加到數(shù)組。
檢查第一個(gè)block,一旦達(dá)到一定位置,就在結(jié)構(gòu)中移除downDivWrap 和 upDivWrap,同時(shí)在數(shù)組中刪除。
var landTimer = setInterval(landRun,30); //讓草地動(dòng)起來(lái)的定時(shí)器 function landRun() { if (jsGrassLand1.offsetLeft <= -343) { jsGrassLand1.style.left = "343px"; } if (jsGrassLand2.offsetLeft <= -343) { jsGrassLand2.style.left = "343px"; } jsGrassLand1.style.left = jsGrassLand1.offsetLeft - 3 + "px"; jsGrassLand2.style.left = jsGrassLand2.offsetLeft - 3 + "px"; if (blocksArr.length) { for (var i = 0; i < blocksArr.length; i++) { blocksArr[i].moveBlock(); var x =baseObj.rectangleCrashExamine(blocksArr[i].downDivWrap, bird.div); var y = baseObj.rectangleCrashExamine(blocksArr[i].upDivWrap, bird.div); var z = bird.div.offsetTop >= 390; if (x || y || z) { window.clearInterval(landTimer);//清除landTimer定時(shí)器 bird.fallSpeed = 0; //小鳥(niǎo)下落 jsWrapBg.onclick = null; //消除點(diǎn)擊事件 } } if (blocksArr[blocksArr.length - 1].downDivWrap.offsetLeft < (450 - blockDistance)) { blockDistance = baseObj.randomNum(130,250); var newBlock = new Block(); newBlock.createBlock(); blocksArr.push(newBlock); } if (blocksArr[0].downDivWrap.offsetLeft < -50) { jsWrapBg.removeChild(blocksArr[0].downDivWrap); jsWrapBg.removeChild(blocksArr[0].upDivWrap); blocksArr.shift(blocksArr[0]); } } }當(dāng)前的游戲效果

play02.gif
3.3 計(jì)分器
游戲中的計(jì)分器相對(duì)較好實(shí)現(xiàn)
<div id="score"> <div id="num1"></div> <div id="num2"></div> <div id="num3"></div> </div> var jsScore = document.getElementById("score"); var jsNum1 = document.getElementById("num1"); var jsNum2 = document.getElementById("num2"); var jsNum3 = document.getElementById("num3"); var score = 0;今天先這樣了,改天再寫(xiě)。哈哈
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持武林網(wǎng)。
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