前两篇,RPG的开发已经实现了添加地图和添加游戏人物,本篇来实现地图的卷轴滚动和人物对话的实现,效果如下
想要了解前两篇内容,请电击下面的链接
html5游戏开发-零基础开发RPG游戏-开源讲座(一)http://blog.csdn.net/lufy_legend/article/details/7063316
html5游戏开发-零基础开发RPG游戏-开源讲座(二)-跑起来吧英雄
http://blog.csdn.net/lufy_legend/article/details/7076064
地图的滚动
关于地图的滚动原理,可以参照下图
按照上图说明,实现地图滚动,只需要先把即将出现的地图(图中黄色部分)画上,然后滚动地图,待地图滚动完毕之后,将屏幕之外的部分(图中绿色部分)移除
首先要添加一个变量来控制地图是否滚动
//地图滚动
var mapmove = false;
然后,在人物移动的时候,判断地图是否需要滚动
/**
* 地图是否滚动
**/
Character.prototype.checkMap = function (dir){
var self = this;
mapmove = false;
//如果不是英雄,则地图不需要滚动
if(!self.isHero)return;
switch (dir){
case UP:
if(self.y + charaLayer.y> STEP)break;
if(mapLayer.y >= 0)break;
addMap(0,-1);
mapmove = true;
break;
case LEFT:
if(self.x + charaLayer.x > STEP)break;
if(mapLayer.x >= 0)break;
addMap(-1,0);
mapmove = true;
break;
case RIGHT:
if(self.x < 480 - 2*STEP)break;
if(480 - mapLayer.x >= map[0].length*STEP)break;
addMap(1,0);
mapmove = true;
break;
case DOWN:
if(self.y < 288 - 2*STEP)break;
if(288 - mapLayer.y >= map.length*STEP)break;
addMap(0,1);
mapmove = true;
break;
}
};
在移动过程中,判断地图是否处于滚动状态,如果地图处于滚动,则滚动地图,否则移动人物
/**
* 开始移动
**/
Character.prototype.onmove = function (){
var self = this;
//设定一个移动步长中的移动次数
var ml_cnt = 4;
//计算一次移动的长度
var ml = STEP/ml_cnt;
//根据移动方向,开始移动
switch (self.direction){
case UP:
if(mapmove){
mapLayer.y += ml;
charaLayer.y += ml;
}
self.y -= ml;
break;
case LEFT:
if(mapmove){
mapLayer.x += ml;
charaLayer.x += ml;
}
self.x -= ml;
break;
case RIGHT:
if(mapmove){
mapLayer.x -= ml;
charaLayer.x -= ml;
}
self.x += ml;
break;
case DOWN:
if(mapmove){
mapLayer.y -= ml;
charaLayer.y -= ml;
}
self.y += ml;
break;
}
self.moveIndex++;
//当移动次数等于设定的次数,开始判断是否继续移动
if(self.moveIndex >= ml_cnt){
//一个地图步长移动完成后,如果地图处于滚动状态,则移除多余地图块
if(mapmove)delMap();
self.moveIndex = 0;
//如果已经松开移动键,或者前方为障碍物,则停止移动,否则继续移动
if(!isKeyDown || !self.checkRoad()){
self.move = false;
return;
}else if(self.direction != self.direction_next){
self.direction = self.direction_next;
self.anime.setAction(self.direction);
}
//地图是否滚动
self.checkMap(self.direction);
}
};
最后,将地图的数组和地形扩大为大于屏幕大小
//地图图片数组
var map = [
[18,18,18,18,18,18,18,18,18,18,18,18,55,55,18,18,18],
[18,18,18,17,17,17,17,17,17,17,17,17,55,55,17,17,18],
[18,18,17,17,17,17,18,18,17,17,17,17,55,55,17,17,18],
[18,17,17,17,18,18,18,18,18,17,17,55,55,17,17,17,18],
[18,17,17,18,22,23,23,23,24,18,17,55,55,17,17,17,18],
[18,17,17,18,25,28,26,79,27,18,55,55,17,17,17,17,18],
[18,17,17,17,17,10,11,12,18,18,55,55,17,17,17,17,18],
[18,18,17,17,10,16,16,16,11,55,55,17,17,17,17,17,18],
[18,18,17,17,77,16,16,16,16,21,21,17,17,17,17,17,18],
[18,18,17,17,77,16,16,16,16,55,55,17,17,17,17,17,18],
[18,18,18,18,18,18,18,18,18,55,55,18,18,18,18,18,18]
];
//地图地形数组
var mapdata = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,1],
[1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1],
[1,0,0,0,1,1,1,1,1,0,0,1,1,0,0,0,1],
[1,0,0,1,1,1,1,1,1,1,0,1,1,0,0,0,1],
[1,0,0,1,1,1,0,1,1,1,1,1,0,0,0,0,1],
[1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1],
[1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
为了实现地图滚动,修改添加地图的方法,根据参数来实现添加上面图片的黄色地图部分
//添加地图
function addMap(cx,cy){
var i,j,index,indexX,indexY;
var bitmapdata,bitmap;
var mapX = mapLayer.x / STEP;
var mapY = mapLayer.y / STEP;
var mx = cx<0?-1:0,my = cy<0?-1:0;
if(imageArray == null){
//地图图片数据
bitmapdata = new LBitmapData(imglist["map"]);
//将地图图片拆分,得到拆分后的各个小图片的坐标数组
imageArray = LGlobal.divideCoordinate(bitmapdata.image.width,bitmapdata.image.height,10,10);
}
mapLayer.removeAllChild();
//在地图层上,画出15*10的小图片
for(i=my;i<9 +Math.abs(cy) && i-mapY < map.length;i++){
for(j=mx;j<15 +Math.abs(cx)&& j-mapX < map[0].length;j++){
//从地图数组中得到相应位置的图片坐标
index = map[i-mapY][j-mapX];
//小图片的竖坐标
indexY = Math.floor(index /10);
//小图片的横坐标
indexX = index - indexY*10;
//得到小图片
bitmapdata = new LBitmapData(imglist["map"],indexX*32,indexY*32,32,32);
bitmap = new LBitmap(bitmapdata);
//设置小图片的显示位置
bitmap.x = j*STEP - mapLayer.x;
bitmap.y = i*STEP - mapLayer.y;
//将小图片显示到地图层
mapLayer.addChild(bitmap);
}
}
}
//移除多余地图块
function delMap(){
var bitmap,i;
for(i=0;i<mapLayer.childList.length;i++){
bitmap = mapLayer.childList[i];
if(bitmap.x + mapLayer.x < 0 || bitmap.x + mapLayer.x >= 480 ||
bitmap.y + mapLayer.y < 0 || bitmap.y + mapLayer.y >= 288){
mapLayer.removeChild(bitmap);
i--;
}
}
}
看一下效果如下
人物的对话
对话的实现,在点击控制按钮的方形按钮时添加,所以,先在鼠标抬起的时候,判断是否点击了方形按钮
function onup(event){
isKeyDown = false;
if(event.offsetX >= ctrlLayer.x + 280 && event.offsetX <= ctrlLayer.x+330){
if(event.offsetY >= ctrlLayer.y+40 && event.offsetY <= ctrlLayer.y+100){
//对话
addTalk();
}
}
}
var talkScriptList = {
"talk1":new Array(
{img:"m",name:"鸣人",msg:"我是木叶村的鸣人,你是谁?"},
{img:"n",name:"黑衣忍者甲",msg:"你就是鸣人?九尾还在你身体里吗?"}
),
"talk2":new Array(
{img:"n",name:"黑衣忍者乙",msg:"鸣人,听说忍者大战就要开始了。"},
{img:"m",name:"鸣人",msg:"真的吗?一定要想想办法啊。"}
)
};
talk1,talk2中talk后面的数字,代表人物的编号,其中每个对话单位的img为人物的头像,name为人物的名称,msg为对话的内容
添加对话时的做法是,当点击方形按钮后,判断小鸣人前方是否有人,如果有人,则将这个人物的编号取出来,再从上面的数组中获取相应的对话内容,然后,将相应的内容显示到游戏屏幕上,具体实现代码如下
//对话内容
var talkScript;
var talkScriptList = {
"talk1":new Array(
{img:"m",name:"鸣人",msg:"我是木叶村的鸣人,你是谁?"},
{img:"n",name:"黑衣忍者甲",msg:"你就是鸣人?九尾还在你身体里吗?"}
),
"talk2":new Array(
{img:"n",name:"黑衣忍者乙",msg:"鸣人,听说忍者大战就要开始了。"},
{img:"m",name:"鸣人",msg:"真的吗?一定要想想办法啊。"}
)
};
//对话序号
var talkIndex = 0;
//对话中
var talking = false;
/**
* 添加对话
* */
function addTalk(){
//如果对话内容为空,则开始判断是否可以对话
if(talkScript == null){
var key,tx = player.x,ty = player.y;
switch (player.direction){
case UP:
ty -= STEP;
break;
case LEFT:
tx -= STEP;
break;
case RIGHT:
tx += STEP;
break;
case DOWN:
ty += STEP;
break;
}
for(key in charaLayer.childList){
//判断前面又没有npc,有则开始对话
if(charaLayer.childList[key].x == tx && charaLayer.childList[key].y == ty){
if(talkScriptList["talk"+charaLayer.childList[key].index]){
talkScript = talkScriptList["talk"+charaLayer.childList[key].index];
talkIndex = 0;
}
}
}
//如果前方没有npc,则返回
if(talkScript == null)return;
}
//将对话层清空
talkLayer.removeAllChild();
//当对话开始,且按照顺序进行对话
if(talkIndex < talkScript.length){
//得到对话内容
var talkObject = talkScript[talkIndex];
//对话背景
bitmapdata = new LBitmapData(imglist["talk"]);
bitmap = new LBitmap(bitmapdata);
bitmap.width = 330;
bitmap.height = 70;
bitmap.x = 100;
bitmap.y = 20;
bitmap.alpha = 0.7;
talkLayer.addChild(bitmap);
//对话头像
bitmapdata = new LBitmapData(imglist[talkObject.img]);
bitmap = new LBitmap(bitmapdata);
bitmap.x = 0;
bitmap.y = 0;
talkLayer.addChild(bitmap);
//对话人物名称
var name = new LTextField();
name.x = 110;
name.y = 30;
name.size = "14";
name.color = "#FFFFFF";
name.text = "[" + talkObject.name + "]";
talkLayer.addChild(name);
//对话内容
var msg = new LTextField();
msg.x = 110;
msg.y = 55;
msg.color = "#FFFFFF";
msg.text = talkObject.msg;
talkLayer.addChild(msg);
//对话内容逐字显示
msg.wind();
talkLayer.x = 20;
talkLayer.y = 50;
talkIndex++;
}else{
//对话结束
talkScript = null;
}
}
效果看下图
游戏演示地址
http://lufylegend.com/demo/rpg/index.html
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
下一篇,将研究地图的切换,和如何将游戏脚本化,请大家多支持
html5游戏开发-零基础开发RPG游戏-开源讲座(一)
http://blog.csdn.net/lufy_legend/article/details/7063316
html5游戏开发-零基础开发RPG游戏-开源讲座(二)-跑起来吧英雄
http://blog.csdn.net/lufy_legend/article/details/7076064
lufylegend.js引擎的官方网址
http://lufylegend.com/lufylegend