寶石碰碰:HTML5開發(fā)Android本地化App游戲案例
首先來開發(fā)一個類似于對對碰的游戲,游戲界面如下。
游戲操作:上下左右劃動屏幕,來操作寶石向不同的方向移動。
游戲規(guī)則:當(dāng)有三個一樣的寶石相鄰則消除,被消除過一次的寶石會變成半透明,當(dāng)所有寶石都被消除一次后,則進入下一關(guān)。
游戲測試連接:http://lufylegend.com/demo/GemGem
制作開始
一,準(zhǔn)備
首先,需要下載lufylegend.js引擎,下載地址:http://lufylegend.com/lufylegend
二,游戲開發(fā)
引擎lufylegend1.7.0中擴展了LLoadManage靜態(tài)類,可以讀取圖片,js文件以及文本文件,本次游戲開發(fā)就來體驗一下這個新功能,首先看下面數(shù)組:
- var loadData = [
- {path:"../jquery.js",type:"js"},
- {path:"./js/share.js",type:"js"},
- {path:"./js/Social.js",type:"js"},
- {path:"./js/GameRanking.js",type:"js"},
- {path:"./js/GameLogo.js",type:"js"},
- {path:"./js/GameClear.js",type:"js"},
- {path:"./js/Gem.js",type:"js"},
- {path:"./js/Stage.js",type:"js"},
- {path:"./js/Clock.js",type:"js"},
- {path:"./js/Point.js",type:"js"},
- {path:"./js/GetPoint.js",type:"js"},
- {path:"./js/Bullet.js",type:"js"},
- {path:"./js/Event.js",type:"js"},
- {path:"./js/function.js",type:"js"},
- {path:"./js/GameBody.js",type:"js"},
- {name:"num.+",path:"./images/plus.png"},
- {name:"num.0",path:"./images/0.png"},
- {name:"num.1",path:"./images/1.png"},
- {name:"num.2",path:"./images/2.png"},
- {name:"num.3",path:"./images/3.png"},
- {name:"num.4",path:"./images/4.png"},
- {name:"num.5",path:"./images/5.png"},
- {name:"num.6",path:"./images/6.png"},
- {name:"num.7",path:"./images/7.png"},
- {name:"num.8",path:"./images/8.png"},
- {name:"num.9",path:"./images/9.png"},
- {name:"back",path:"./images/back.png"},
- {name:"line",path:"./images/line.png"},
- {name:"clear",path:"./images/clear.png"},
- {name:"gem01",path:"./images/gem01.png"},
- {name:"gem02",path:"./images/gem02.png"},
- {name:"gem03",path:"./images/gem03.png"},
- {name:"gem04",path:"./images/gem04.png"},
- {name:"gem05",path:"./images/gem05.png"},
- {name:"gem06",path:"./images/gem06.png"},
- {name:"gem07",path:"./images/gem07.png"},
- {name:"gem08",path:"./images/gem08.png"},
- {name:"gem09",path:"./images/gem09.png"},
- {name:"ico_sina",path:"./images/ico_sina.gif"},
- {name:"ico_qq",path:"./images/ico_qq.gif"},
- {name:"ico_facebook",path:"./images/ico_facebook.png"},
- {name:"ico_twitter",path:"./images/ico_twitter.png"}
- ];
將需要的js文件和圖片文件都加到數(shù)組內(nèi),如果需要加載文件為js文件時,需要指定type為js,如果加載的文件為圖片,則type可以不設(shè)定。
讀取過程與之前用法完全一樣:
- function main(){
- loadingLayer = new LoadingSample3();
- addChild(loadingLayer);
- LLoadManage.load(
- loadData,
- function(progress){
- loadingLayer.setProgress(progress);
- },
- function(result){
- LGlobal.setDebug(true);
- datalist = result;
- removeChild(loadingLayer);
- loadingLayer = null;
- gameInit();
- }
- );
- }
下面來向游戲中添加8行8列64塊寶石,具體做法如下:
- function addGem(){
- stage.setStage(stage.num + 1);
- gemLayer.removeAllChild();
- list = [];
- //添加寶石
- for(i=0;i<8;i++){
- list.push([]);
- for(var j=0;j<8;j++){
- num = (Math.random()*9 >>> 0)+1;
- g = new Gem(num);
- g.x = j*60;
- g.y = i*60+120;
- gemLayer.addChild(g);
- list[i].push(g);
- }
- }
- //檢驗可消除寶石
- do{
- clearList = checkClear();
- if(clearList.length > 0){
- for(i=0;i<clearList.length;i++){
- g = clearList[i];
- num = (Math.random()*9 >>> 0)+1;
- g.change(num);
- }
- }
- }while(clearList.length > 0);
- }
上面代碼中的Gem對象是一個寶石類,完整代碼如下:
- function Gem(num){
- var self = this;
- base(self,LSprite,[]);
- self.num = num;
- self.bitmap = new LBitmap(new LBitmapData(datalist["gem0"+num]));
- self.bitmap.x=self.bitmap.y=10;
- self.addChild(self.bitmap);
- }
- Gem.prototype.change = function (num){
- var self = this;
- self.num = num;
- self.bitmap.bitmapData = new LBitmapData(datalist["gem0"+num]);
- }
Gem類繼承自LSprite,內(nèi)部包含一個LBitmap對象來顯示寶石圖片。
代碼清單3中調(diào)用了checkClear函數(shù),來檢驗是否有可消除寶石,檢測方法為先進行橫向檢索,然后進行縱向檢索。
- clearList = [];
- //橫向檢索
- for(i=0;i<8;i++){
- checkList = [list[i][0]];
- for(j=1;j<8;j++){
- if(checkList[checkList.length - 1].num == list[i][j].num){
- checkList.push(list[i][j]);
- }else{
- clearList = addClearList(clearList,checkList);
- checkList = [list[i][j]];
- }
- }
- clearList = addClearList(clearList,checkList);
- }
- //縱向檢索
- for(i=0;i<8;i++){
- checkList = [list[0][i]];
- for(j=1;j<8;j++){
- if(checkList[checkList.length - 1].num == list[j][i].num){
- checkList.push(list[j][i]);
- }else{
- clearList = addClearList(clearList,checkList);
- checkList = [list[j][i]];
- }
- }
- clearList = addClearList(clearList,checkList);
- }
addClearList函數(shù)作用是將可消除寶石壓入clearList數(shù)組,做法如下:
- function addClearList(clearList,checkList){
- if(checkList.length >= 3){
- clearList = clearList.concat(checkList)
- }
- return clearList;
- }
游戲操作需要劃動屏幕,但是在lufylegend.js引擎中,是沒有劃動屏幕的事件的,所以我通過下面MOUSE_DOWN,MOUSE_UP獲取點擊時和點擊后的位置,來模擬一下劃動事件。
- backLayer.addEventListener(LMouseEvent.MOUSE_DOWN,onDown);
- backLayer.addEventListener(LMouseEvent.MOUSE_UP,onUp);
再來看看具體做法,先是onDown函數(shù)。
- function onDown(e){
- if(mouse_down_obj.isMouseDown)return;
- continuous = 0;
- mouse_down_obj.x = e.offsetX;
- mouse_down_obj.y = e.offsetY;
- mouse_down_obj.time = new Date().getTime();
- mouse_down_obj.cx = e.offsetX/60 >>> 0;
- mouse_down_obj.cy = (e.offsetY - 120)/60 >>> 0;
- mouse_down_obj.isMouseDown = true;
- list[mouse_down_obj.cy][mouse_down_obj.cx].graphics.drawRect(1,"black",[0, 0, 60, 60],true,"#000000");
- }
通過e.offsetX和e.offsetY來獲取點擊位置,通過getTime()來獲取點擊時刻的時間。
再來看看onUp函數(shù)。
- function onUp(e){
- list[mouse_down_obj.cy][mouse_down_obj.cx].graphics.clear();
- if(new Date().getTime() - mouse_down_obj.time > 500){
- mouse_down_obj.isMouseDown = false;
- return;
- }
- var mx = e.offsetX - mouse_down_obj.x;
- var my = e.offsetY - mouse_down_obj.y;
- if(Math.abs(mx) > Math.abs(my)){
- if(mx > 50){
- move("right");
- return;
- }else if(mx < -50){
- move("left");
- return;
- }
- }else{
- if(my > 50){
- move("down");
- return;
- }else if(my < -50){
- move("up");
- return;
- }
- }
- mouse_down_obj.isMouseDown = false;
- }
函數(shù)中通過同樣的方法得到點擊結(jié)束時的位置和時間,然后與點擊時刻做比較,最后計算劃動的方向,然后根據(jù)劃動的方向來調(diào)用move函數(shù),讓寶石移動。
move函數(shù)如下:
- function move(dir){
- direction = dir;
- var m = moveGem(dir,8);
- var mx = m[0],my = m[1];
- var obj,fun;
- for(var i=0;i<8;i++){
- if(mx == 0){
- obj = list[i][mouse_down_obj.cx];
- }else{
- obj = list[mouse_down_obj.cy][i];
- }
- if(i < 7){
- fun = null;
- }else{
- fun = function(){
- hiddenObj.visible = true;
- checkClear();
- };
- }
- LTweenLite.to(obj,0.3,
- {
- x:obj.x+mx,
- y:obj.y+my,
- onComplete:fun,
- ease:Strong.easeOut
- });
- }
- }
下面以向右移動為例來說明一下move函數(shù)的處理過程,如下:
先將最左邊的一個寶石H移到最左邊,然后再利用LTweenLite緩動類將整個一行8個寶石,向右緩動一個單位。向左的話正好相反,向上向下也是同樣的原理。
每次緩動結(jié)束,要調(diào)用一次checkClear函數(shù),來判斷一下是否有可消除的寶石,如果有則開始消除寶石,如何來消除寶石呢?
我依然以向右劃動來舉例說明,看下面圖片,假設(shè)D1,D2,D3可消除,E4,F4,G4可消除:
那么首先將D1,D2,D3移到左邊邊界外,E4,F4,G4也移到邊界外,表示被消除, 之后對每一行的寶石進行位置判定,如每行的第一個寶石的x坐標(biāo)應(yīng)該是60,第二個為120,以此類推。如果他們不在自己的相應(yīng)位置上,那么將其向左移動到 規(guī)定位置就可以了,寫成代碼的話,如下:
- function moveList(){
- var gem,time,maxTime,mx,my,fun;
- maxTime = 0;
- switch(direction){
- case "left":
- for(i=0;i<8;i++){
- for(j=0;j<8;j++){
- gem = list[i][j];
- mx = 60*j;
- if(gem.x > mx){
- time = 0.3*((gem.x-mx) / 60 >>> 0);
- if(maxTime < time)maxTime = time;
- fun = null;
- if(gem.x > 420){
- fun = function(gem){
- if(gem.x <= 420)gem.visible = true;
- }
- }
- LTweenLite.to(gem,time,
- {
- x:mx,
- onUpdate:fun,
- onComplete:fun,
- ease:Strong.easeOut
- });
- }
- }
- }
- break;
- case "right":
- for(i=0;i<8;i++){
- for(j=0;j<8;j++){
- gem = list[i][j];
- mx = 60*j;
- if(gem.x < mx){
- time = 0.3*((mx-gem.x) / 60 >>> 0);
- if(maxTime < time)maxTime = time;
- fun = null;
- if(gem.x < 0){
- fun = function(gem){
- if(gem.x >= 0)gem.visible = true;
- }
- }
- LTweenLite.to(gem,time,
- {
- x:mx,
- onUpdate:fun,
- onComplete:fun,
- ease:Strong.easeOut
- });
- }
- }
- }
- break;
- case "up":
- for(i=0;i<8;i++){
- for(j=0;j<8;j++){
- gem = list[j][i];
- my = 120+60*j;
- if(gem.y > my){
- time = 0.3*((gem.y-my) / 60 >>> 0);
- if(maxTime < time)maxTime = time;
- fun = null;
- if(gem.y > 560){
- fun = function(gem){
- if(gem.y <= 560)gem.visible = true;
- }
- }
- LTweenLite.to(gem,time,
- {
- y:my,
- onUpdate:fun,
- onComplete:fun,
- ease:Strong.easeOut
- });
- }
- }
- }
- break;
- case "down":
- for(i=0;i<8;i++){
- for(j=0;j<8;j++){
- gem = list[j][i];
- my = 120+60*j;
- if(gem.y < my){
- time = 0.3*((my-gem.y) / 60 >>> 0);
- if(maxTime < time)maxTime = time;
- fun = null;
- if(gem.y < 120){
- fun = function(gem){
- if(gem.y >= 120)gem.visible = true;
- }
- }
- LTweenLite.to(gem,time,
- {
- y:my,
- onUpdate:fun,
- onComplete:fun,
- ease:Strong.easeOut
- });
- }
- }
- }
- break;
- }
- LTweenLite.to({},maxTime*1.5,
- {
- onComplete:checkStageClear,
- ease:Strong.easeOut
- });
- }
當(dāng)然,游戲是有時間限制的,看下面的Clock類:
- function Clock(){
- var self = this;
- base(self,LSprite,[]);
- self.timer = 0;
- self.addTimer = 0.05;
- self.graphics.drawArc(5,"#333333",[0,0,70,0,2*Math.PI]);
- }
- Clock.prototype.onframe = function (){
- var self = this;
- self.timer += self.addTimer;
- self.graphics.clear();
- self.graphics.drawArc(10,"#333333",[0,0,70,0,2*Math.PI]);
- self.graphics.drawArc(5,"#ffffff",[0,0,70,-Math.PI*0.5,Math.PI*self.timer/180-Math.PI*0.5]);
- }
首先將Clock加載到游戲中,然后再利用ENTER_FRAME時間軸事件,來不斷調(diào)用Clock的onframe不斷的繪制圓弧,當(dāng)timer的數(shù)值大于等于360的時候代表畫完了整個圓弧,那么游戲結(jié)束。
以上,游戲的主要原理都介紹完了,下面看看如何來把游戲轉(zhuǎn)化為本地App
三,發(fā)布本地化App
首先,用Eclipse新建一個Android Project;
注:如何搭建Android環(huán)境,我就不說了,網(wǎng)上教程多得是,隨便百度一下吧。
然后,填寫項目名稱,并選擇相應(yīng)的sdk版本,這里我選了2.2;
接著是填寫相應(yīng)數(shù)據(jù),這個隨自己心情就可以了。
接著,重點來了,在工程下的assets文件夾下,簡歷一個www文件夾(名字自己隨意),然后把剛才開發(fā)好的游戲復(fù)制到這個文件夾下,當(dāng)然,lufylegend引擎也必須復(fù)制過來。
接著修改res/layout/main.xml文件,添加webView,如下:
- <?xml version="1.0" encoding="utf-8"?>
- <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
- android:layout_width="fill_parent"
- android:layout_height="fill_parent"
- android:orientation="vertical" >
- <WebView
- android:id="@+id/webView1"
- android:layout_width="match_parent"
- android:layout_height="match_parent" />
- </LinearLayout>
最后,修改Main.java文件,利用webView來顯示html網(wǎng)頁,如下:
- public class Main extends Activity {
- /** Called when the activity is first created. */
- @Override
- public void onCreate(Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
- setContentView(R.layout.main);
- WebView webview = (WebView )findViewById(R.id.webView1);
- webview.getSettings().setJavaScriptEnabled(true);
- webview.setVerticalScrollbarOverlay(true);
- webview.loadUrl("file:///android_asset/www/index.html");
- }
- }
好了,運行程序吧。畫面如下:
最后,想要發(fā)布游戲為.apk文件的話,build一下就好了。
結(jié)束了,簡單吧?
四,源碼
最后給出本次游戲的源代碼:
http://lufylegend.com/lufylegend_download/GemGem.rar
注:只含游戲源碼,lufylegend.js引擎請自己到官網(wǎng)下載