寫在前面
Github: https://github.com/AlloyTeam/AlloyGameEngine
HTML 5新增了progress標簽,那么再去使用AlloyRenderingEngine去模擬進度條是否多余?
不多余。有四大好處:
- 樣式更加靈活(想怎么繪制就怎么繪制)
- 跨平台跨瀏覽器樣式更加統一(使用便簽,各個瀏覽器默認樣式是五花八門)
- 效果更加酷炫,(比如燃燒的進度條= =!)
- 像素能夠統一管理
統一像素管理的好處:
- 更容易的全尺寸縮小和放大(最常見的:全屏游戲)
- 縮小和放大不用操心內部元素錯位(只是交給瀏覽器去進行插值運算)
- 更好的濾鏡控制(如游戲中死亡畫面,全屏黑白化)
- 更好的移植性和跨平台性(opengl<->canvas2d<->webgl<->opengl等等各種mapping)
上面所列的,對AlloyRenderingEngine所有組件都適用。
演示
(ps:可以直接點擊進度條黑色部分設置進度)
組件使用
; (function () { //注意:當要渲染文字(Text)和圖形(Graphics)時,請使用Cavnas渲染 //Progress組件內部使用了Graphics //第二個參數true代表關閉webgl,使用Canvas2d渲染 //如果要使用webgl渲染,請使用Lable渲染文字,Shape渲染矢量圖。 var stage = new ARE.Stage("#ourCanvas", true); var progress = new ARE.Progress({ width: 200, height: 20, borderColor: "#3d3d3d", fillColor: "#black" }) progress.x = 50; progress.y = 50; stage.add(progress); var current = 0, pause = true; stage.onTick(function () { if (!pause) { current += 0.005; progress.value = current; } }); //進度條的over時,鼠標的形狀 progress.cursor = "pointer"; progress.onClick(function (evt) { //注意這里可以使用evt.stageX來得到相對於舞台(Canvas)的偏移 current = progress.value = (evt.stageX - progress.x) / progress.width; }) var btn = document.querySelector("#progressBegin"); //點擊按鈕,開始進度條開始運行 btn.addEventListener("click", function () { pause = false; }, false); })();
組件原理(看注釋)
; (function () { //先把要使用類的賦給臨時變量,以后就不用打點了:) var Stage = ARE.Stage, Container = ARE.Container, Graphics = ARE.Graphics; //進度條繼承自容器 ARE.Progress = Container.extend({ //構造函數 ctor: function (option) { //把容器的屬性和方法搞給自己 this._super(); this.width = option.width; this.height = option.height; this.fillColor = option.fillColor; this.value = option.value||0; //外層邊框 this.box = new Graphics() //直接根據傳進的寬和高畫個矩形 this.box.lineWidth(2).strokeStyle(option.borderColor || "black").strokeRect(0, 0, option.width, option.height); //把邊框添加到自身(因為自身就是容器,繼承自Container,所以有了add方法) this.add(this.box); var barWidth = this.value * option.width - 4; this.bar = new Graphics(); //把bar添加到自身(因為自身就是容器,繼承自Container,所以有了add方法) this.add(this.bar); this.bar.fillStyle(option.fillColor || "green").fillRect(2, 2, barWidth < 0 ? 0 : barWidth, option.height - 4); //引導的火焰,使用粒子系統去模擬 this.pilot = new ARE.ParticleSystem({ emitX: 0, emitY:0, speed:10, angle: 180, angleRange: 90, emitArea: [1, option.height], texture: "data:image/png;base64\,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAABGdBTUEAAK/INwWK6QAAABl0RVh0U29mdHdhcmUAQWRvYmUgSW1hZ2VSZWFkeXHJZTwAAAJkSURBVHjaxJeJbusgEEW94S1L//83X18M2MSuLd2pbqc4wZGqRLrKBsyZhQHny7Jk73xVL8xpVhWrcmiB5lX+6GJ5YgQ2owbAm8oIwH1VgKZUmGcRqKGGPgtEQQAzGR8hQ59fAmhJHSAagigJ4E7GPWRXOYC6owAd1JM6wDQPADyMWUqZRMqmAojHp1Vn6EQQEgUNMJLnUjMyJsM49wygBkAPw9dVFwXRkncCIIW3GRgoTQUZn6HxCMAFEFd8TwEQ78X4rHbILoAUmeT+RFG4UhQ6MiIAE4W/UsYFjuVjAIa2nIY4q1R0GFtQWG3E84lqw2GO2QOoCKBVu0BAPgDSU0eUDjjQenNkV/AW/pWChhpMTelo1a64AOKM30vk18GzTHXCNtI/Knz3DFBgsUqBGIjTInXRY1yA9xkVoqW5tVq3pDR9A0hfF5BSARmVnh7RMDCaIdcNgbPBkgzn1Bu+SfIEFSpSBmkxyrMicb0fAEuCZrWnN89veA/4XcakrPcjBWzkTuLjlbfTQPOlBhz+HwkqqPXmPQDdrQItxE1moGof1S74j/8txk8EHhTQrAE8qlwfqS5yukm1x/rAJ9Jiaa6nyATqD78aUVBhFo8b1V4DdTXdCW+IxA1zB4JhiOhZMEWO1HqnvdoHZ4FAMIhV9REF8FiUm0jsYPEJx/Fm/N8OhH90HI9YRHesWbXXZwAShU8qThe7H8YAuJmw5yOd989uRINKRTJAhoF8jbqrHKfeCYdIISZfSq26bk/K+yO3YvfKrVgiwQBHnwt8ynPB25+M8hceTt/ybPhnryJ78+tLgAEAuCFyiQgQB30AAAAASUVORK5CYII=", filter: [0.63, 0.35, 0.18, 1], emitCount: 1, maxCount: 50 }); this.pilot.y = option.height / 2; //設置火焰色縮放,因為ParticleSystem本身也是繼承自容器,所以具備scale屬性 //等同於this.pilot.scaleX = this.pilot.scaleY = 0.4; this.pilot.scale = 0.4; //把引導的火焰添加到自身(因為自身就是容器,繼承自Container,所以有了add方法) this.add(this.pilot); //監聽value的變化,賦值勝於call method ARE.Observe(this, "value", function (name, value) { if (value >= 1) { //通過maxCount限制粒子的個數,達到關閉火焰的效果 this.pilot.maxCount = 0; this.value = 1; } else { this.pilot.maxCount = 50; this.value = value; } //設置火焰的位置 this.pilot.x = this.value * this.width; var barWidth = this.value * this.width - 4; this.bar.clear().fillStyle(this.fillColor || "green").fillRect(2, 2, barWidth < 0 ? 0 : barWidth, this.height - 4); }) } }); })();
最新動態請關注Github: https://github.com/AlloyTeam/AlloyGameEngine