用仿ActionScript的语法来编写html5——第三篇,鼠标事件与游戏人物移动


第三篇,鼠标事件与游戏人物移动


用仿ActionScript的语法来编写html5——第一篇,显示一张图片
http://blog.csdn.net/lufy_legend/article/details/6753032

用仿ActionScript的语法来编写html5——第二篇,利用Sprite来实现动画
http://blog.csdn.net/lufy_legend/article/details/6760812


一,假设
假设,所有可添加鼠标事件的对象,都有一个mouseEvent方法,添加的鼠标事件同过这个mouseEvent来调用。
这样的话,添加鼠标事件,其实只需要给canvas添加一个鼠标事件,然后循环LGlobal类里的childList,即循环所有的可视对象,如果被添加了鼠标事件,那么就调用它相应的方法。
二,实现
1,给LGlobal类追加mouseEvent方法,然后修改LGlobal类的setCanvas,实现canvas的鼠标事件的添加与调用

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,给LSprite类添加mouseList数组,用来保存所添加的鼠标事件,然后添加mouseEvent方法
mouseEvent方法中,我们需要做2个处理,
1),判断自己是否添加了鼠标事件,如果没有添加,则循环它的childList
2),如果添加了鼠标事件,判断自己是否被点击,LSprite虽说意义上是可视类,但是其实目前它本身是不可见的,可见的是它上面的Bitmap,准确点说,是这个Bitmap类中的BitmapData,更准确点说,是这个BitmapData中的Image,所以判断自己是否被点击,需要判断的是LSprite中的childList中的可视对象是否被点击,如果被点击,则调用相应的方法
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,用来判断自己是否被点击
LBitmap类中也需要判断是否自己被点击,所以添加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;
		}
	}


添加鼠标事件的时候,模仿ActionScript的语法
backLayer.addEventListener(LMouseEvent.MOUSE_DOWN, onmousedown);




下面,准备一张地图,一个人物行走图,用鼠标事件来控制人物的走动,
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;
}




看一下成果吧
http://fsanguo.comoj.com/html5/jstoas02/index.html


下一篇,研究下继承吧
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