HTML5超帅动画制作——LTweenLite的妙用

lufylegend.js是一个开源的HTML5游戏引擎,在游戏中往往会有各种的动画,这些动画有些是flash文件,有些是视频文件,本次就来利用lufylegend制作一个帅气的游戏动画,如下图。


测试连接如下

http://html5.9tech.cn/news/2013/1015/33186.html

一,准备工作

准备工作当然就是引擎的下载了。

lufylegend.js引擎官网

lufylegend.js引擎在线API文档链接

二,制作过程

要做动画,一般是要用到时间轴,在lufylegend.js引擎中时间轴事件用法如下

[javascript]

layer.addEventListener(LEvent.ENTER_FRAME, onframe);  

比如我们让一个对象A不断的向右移动,我们可一这么做

[javascript]

layer.addEventListener(LEvent.ENTER_FRAME, onframe);  
function onframe(event){  
    A.x += 1;  
}  
时间轴是游戏和动画的制作中最常用的方法,但是本次制作动画,采用另一种做法,就是LTweenLite。
LTweenLite是lufylegend.js引擎中的缓动类,在动画制作过程中非常的有用,甚至比一般的时间轴事件更为方便,在接下来的开发,所有的动画都是通过LTweenLite缓动类类实现的。

1,当然,要先准备HTML

[html]

<!DOCTYPE html>  
<html lang="en">  
<head>  
    <meta charset="utf-8" />  
    <title>effects01</title>  
    <script type="text/javascript" src="http://lufylegend.com/js/lufylegend-1.8.0.simple.min.js"></script>  
    <script type="text/javascript" src="http://lufylegend.com/js/lib/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,接着引擎初期化,还有图片读取

[javascipt]

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);  
}  

上面代码,当使用手机浏览的时候,会设定界面为全屏。

3,建立一个自动闪烁的背景

[javascript]  

/** 
 * 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();  
    }});  
}  
上面代码,用到了lufylegend.js引擎1.8.0版本的新功能,连续缓动,并且当缓动结束之后,再调用本身的run函数,从而实现了循环。

4,一艘不断发射炮弹的战舰

[javascript] 

/** 
 * 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();  
    }});  
}  
上面代码,利用了同样的方法实现了循环。

5,一个闪烁的标题

[javascript]

/** 
 * 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();  
    }});  
}  
上面代码,通过不断的改变图片的透明度,实现了标题的闪烁显示。

6,可以翻转显示图片的宝剑类

[javascript] 

/** 
 * 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,将图片移动到顶点的对象。将子对象LBitmap的中心移动到该对象的原点的话,好处就是无论对象伸缩还是旋转,对象显示的位置不会发生变化了。

[javascript] 

/**
 * 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);  
}  
8,一个特效类

[javascript] 

/** 
 * 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);  
    }});  
}  
上面的特效类,当特效对象添加到画面上后,会逐渐自动消失。

9,添加人物到画面上

[javascript]

/** 
 * 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);  
}  
向左右两边各添加五个人物,并且设定好他么最终要显示到画面上的目标位置和目标大小。

用下面的函数,可以添加一个特效

[javascript] 

function addEff(index,x,y){  
    var eff = new Effect(index);  
    eff.x = x;  
    eff.y = y;  
    stageLayer.addChild(eff);  
}  
10,下面先将所有的对象添加到画面上,一开始暂时不用显示的对象,将它的visible属性设置成false;

[javascript] 

/** 
 * 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,利用缓动功能,实现动画。

先看第一个动画

[javascript]

/* 
 * 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();  
    }});  
}</l>  
第二个动画




[javascript] view plaincopy
/* 
 * 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,最后是,两个动画结束后要添加点击事件,点击屏幕让两个动画可以相互切换



[javascript] view plaincopy
/* 
 * 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);  
}  
完成了,以上是所有代码。欢迎大家一起交流

三,源码

就不单独发源码文件了,我把所有代码都写进一个html文件了,大家直接鼠标右键查看页面源码吧
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