lufy前輩寫過《[代碼藝術]17行代碼的貪吃蛇小游戲》一文,忽悠了不少求知的兄弟進去閱讀,閱讀量當然是相當的大。今天我不仿也搞一個這樣的教程,目地不在於忽悠人,而在於幫助他人。
先看demo效果圖:
測試URL:
http://www.cnblogs.com/yorhom/articles/3157553.html
關注我的blog的人不仿會看到我最近發布了新引擎lufylegendRPG 1.0.0,今天就算來推廣一下這個引擎吧。也好讓大家見證一下封裝的力量。
引擎下載地址:http://www.cnblogs.com/yorhom/archive/2013/06/08/3126534.html
lufylegendRPG 1.0.0發布帖:http://blog.csdn.net/yorhomwang/article/details/9103451
首先為了不讓大家質疑,我先聲明,我這里說的145代碼沒有經過壓縮和格式優化,只不過這里是沒有包含腳本的……畢竟腳本太大了嘛……
(lufy前輩一定心中在想:“你還不是忽悠人,還冤枉我”)
話不多講,把145行代碼上給大家看看:
LSystem.screen(LStage.FULL_SCREEN); init(50,"mylegend",480,288,main); LGlobal.setDebug(true); LRPG.setShortcuts(true); var backLayer,loadingLayer; var loadData = [ {path:"./js/script.js",type:"js"}, {name:"map",path:"./images/map01.jpg"}, {name:"player",path:"./images/p0.png"}, {name:"npc",path:"./images/p1.png"}, {name:"m",path:"./images/m.jpg"}, {name:"n",path:"./images/n.jpg"}, {name:"talk",path:"./images/back.png"}, {name:"e1",path:"./images/e1.png"}, {name:"e2",path:"./images/e2.png"} ]; var datalist = []; var map,mapData; var charaList; var talkContent; var jumpTo; var stage; var isJumpMap = false; var stageObj; var dir = ""; function main(){ loadingLayer = new LoadingSample3(); addChild(loadingLayer); LLoadManage.load( loadData, function(progress){ loadingLayer.setProgress(progress); }, gameInit ); } function gameInit(result){ removeChild(loadingLayer); datalist = result; initLayer(); initScriptData(); stage = script.stage01; initScript(); addCtrl(); } function initLayer(){ backLayer = new LSprite(); addChild(backLayer); ctrlLayer = new LSprite(); addChild(ctrlLayer); } function addScene(){ var mapObj = new LTileMap(map,datalist["map"],32,32,mapData); var stageData = new LSceneData(mapObj,charaList,talkContent); stageObj = new LScene(stageData); backLayer.addChild(stageObj); var talkBoardData = new LBitmapData(datalist["talk"]); var talkBoard = new LBitmap(talkBoardData); talkBoard.scaleX = 28; talkBoard.scaleY = 6.2; talkBoard.x = 100; talkBoard.y = 70; talkBoard.alpha = 0.7; stageObj.talk.x = 120; stageObj.talk.y = 30; stageObj.setTalkStyle({x:-80,y:20},{x:20,y:55,size:12,color:"lightgray"},{x:20,y:85,size:10,color:"lightgray"},talkBoard,200); stageObj.addMoveEventListener(LEvent.COMPLETE,function(){ for(var i=0;i<jumpTo.length;i++){ if(isJumpMap == false && stageObj.playerX == jumpTo[i].at.x && stageObj.playerY == jumpTo[i].at.y){ stage = script[jumpTo[i].to]; initScript(); isJumpMap = true; } if(isJumpMap == true)isJumpMap = false; } }); } function addCtrl(){ var bitmapdata = new LBitmapData(datalist["e1"]); var bitmap = new LBitmap(bitmapdata); bitmap.x = 0; bitmap.y = 0; ctrlLayer.addChild(bitmap); var bitmapdata = new LBitmapData(datalist["e2"]); var bitmap = new LBitmap(bitmapdata); bitmap.x = 280; bitmap.y = 30; ctrlLayer.addChild(bitmap); ctrlLayer.x = 40; ctrlLayer.y = 160; addEvent(); } function addEvent(){ backLayer.addEventListener(LMouseEvent.MOUSE_DOWN,ondown); backLayer.addEventListener(LMouseEvent.MOUSE_UP,onup); backLayer.addEventListener(LEvent.ENTER_FRAME,onframe); } function ondown(event){ if(event.offsetX >= ctrlLayer.x + 40 && event.offsetX <= ctrlLayer.x+80){ if(event.offsetY >= ctrlLayer.y && event.offsetY <= ctrlLayer.y+40){ dir = "UP"; }else if(event.offsetY >= ctrlLayer.y+80 && event.offsetY <= ctrlLayer.y+120){ dir = "DOWN"; } }else if(event.offsetX >= ctrlLayer.x && event.offsetX <= ctrlLayer.x+40){ dir = "LEFT"; }else if(event.offsetX >= ctrlLayer.x+80 && event.offsetX <= ctrlLayer.x+120){ dir = "RIGHT"; } } function onup(event){ dir = ""; if(event.offsetX >= ctrlLayer.x + 280 && event.offsetX <= ctrlLayer.x+330){ if(event.offsetY >= ctrlLayer.y+40 && event.offsetY <= ctrlLayer.y+100){ stageObj.startTalk(); } } } function onframe(){ switch(dir){ case "UP": stageObj.movePlayer(LPlayerMove.UP); break; case "DOWN": stageObj.movePlayer(LPlayerMove.DOWN); break; case "LEFT": stageObj.movePlayer(LPlayerMove.LEFT); break; case "RIGHT": stageObj.movePlayer(LPlayerMove.RIGHT); break; } }
可以看到,代碼是還是老樣子,沒有一點壓縮。其實這里面大家沒有看到一點數據是因為我把數據放在了腳本里,腳本可以是一種特定格式的語言,可以用自定義的,比如像lufy前輩的L#。當然在js里也可以用xml和json,json比較方便,所以這次就選擇了它,里面的代碼如下:
var script; function initScriptData(){ script = { stage01:{ 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], [18,17,17,17,17,10,11,12,18,18,55,55,17,17,17,17,17], [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] ], 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], [1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0], [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] ], add:[ {chara:"player",data:datalist["player"],row:4,col:4,speed:3,x:5,y:6}, {chara:"npc",talkIndex:1,data:datalist["npc"],row:4,col:4,speed:3,x:7,y:7}, {chara:"npc",talkIndex:2,data:datalist["npc"],row:4,col:4,speed:3,x:3,y:3} ], talk:{ 1:[ {face:datalist["m"],name:"[鳴人]",msg:"我是木葉村的鳴人,你是誰?"}, {face:datalist["n"],name:"[黑衣忍者甲]",msg:"你就是鳴人?九尾還在你身體里嗎?"} ], 2:[ {face:datalist["n"],name:"[黑衣忍者乙]",msg:"鳴人,聽說忍者大戰就要開始了。"}, {face:datalist["m"],name:"[鳴人]",msg:"真的嗎?一定要想想辦法啊。"} ] }, jump:[ {at:{x:6,y:5},to:"stage02"}, {at:{x:16,y:6},to:"stage03"} ] }, stage02:{ map:[ [0,0,1,2,2,2,2,2,2,2,2,1,0,0,0], [0,0,1,3,5,5,1,5,5,5,5,1,0,0,0], [0,0,1,80,4,4,1,80,4,4,4,1,0,0,0], [0,0,1,80,4,4,1,80,8,7,8,1,0,0,0], [0,0,1,80,4,4,5,81,4,4,4,1,0,0,0], [0,0,1,2,2,2,6,4,4,4,4,1,0,0,0], [0,0,1,3,5,5,81,4,4,4,4,1,0,0,0], [0,0,1,80,4,4,4,4,4,4,9,1,0,0,0], [0,0,1,2,2,2,2,6,2,2,2,1,0,0,0] ], mapdata:[ [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,0,0,0,1,0,0,0,0,1,1,1,1], [1,1,1,0,0,0,1,0,0,0,0,1,1,1,1], [1,1,1,0,0,0,1,0,0,1,0,1,1,1,1], [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1], [1,1,1,1,1,1,0,0,0,0,0,1,1,1,1], [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1], [1,1,1,0,0,0,0,0,0,0,1,1,1,1,1], [1,1,1,1,1,1,1,0,1,1,1,1,1,1,1] ], add:[ {chara:"player",data:datalist["player"],row:4,col:4,speed:3,x:7,y:8}, {chara:"npc",talkIndex:1,data:datalist["npc"],row:4,col:4,speed:3,x:8,y:3}, {chara:"npc",talkIndex:2,data:datalist["npc"],row:4,col:4,speed:3,x:10,y:3} ], talk:{ 1:[ {face:datalist["m"],name:"[鳴人]",msg:"你們在干什么啊?"}, {face:datalist["n"],name:"[黑衣忍者甲]",msg:"我們在喝茶。"} ], 2:[ {face:datalist["n"],name:"[黑衣忍者乙]",msg:"我們在喝茶,你不要打擾我們。"}, {face:datalist["m"],name:"[鳴人]",msg:"....."} ] }, jump:[ {at:{x:7,y:8},to:"stage01"} ] }, stage03:{ map:[ [55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55], [55,55,19,19,19,19,19,19,19,19,19,19,19,19,19,19,19], [55,55,19,19,19,18,19,19,18,18,18,18,17,17,17,17,19], [55,55,55,19,19,19,19,19,19,18,18,17,17,17,19,19,19], [55,19,55,19,19,18,19,19,18,19,17,17,17,17,19,18,19], [55,19,19,19,19,19,18,19,18,19,17,17,17,17,19,19,19], [10,11,11,11,11,11,11,12,17,17,17,17,17,17,19,18,19], [55,19,19,19,19,19,19,16,11,56,57,17,17,17,19,19,19], [55,18,17,17,77,16,16,16,16,55,55,17,17,17,19,19,19], [55,19,17,17,77,16,16,16,16,55,55,18,18,19,19,19,18], [55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55] ], mapdata:[ [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1], [1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1], [1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1], [1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1], [0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1], [1,1,1,1,1,1,1,0,0,1,1,0,0,0,1,1,1], [1,1,0,0,0,0,0,0,0,1,1,0,0,0,1,1,1], [1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ], add:[ {chara:"player",data:datalist["player"],row:4,col:4,speed:3,x:1,y:6}, {chara:"npc",talkIndex:1,data:datalist["npc"],row:4,col:4,speed:3,x:8,y:7} ], talk:{ 1:[ {face:datalist["m"],name:"[鳴人]",msg:"這是哪里?好美啊。"}, {face:datalist["n"],name:"[黑衣忍者甲]",msg:"這里是紅樹林"} ] }, jump:[ {at:{x:0,y:6},to:"stage01"} ] } }; } function initScript(){ map = stage.map; mapData = stage.mapdata; talkContent = stage.talk; charaList = stage.add; jumpTo = stage.jump; backLayer.removeAllChild(); addScene(); }
這里一共有三個腳本,所以看上去代碼比較多。前面136行都是數據的記錄,只有后面的initScript是用來初始化場景的。
由於我寫這個示例只是為了娛樂一下,所以沒有寫一句注釋(在下實在是太懶了……),為了方便大家理解,我說一下整個游戲的制作過程和設計方式。
首先,我們的游戲主體應該是一像模板樣的東西,數據和這些模板分開,要用到數據時,將數據引入然后通過固定的模板實現相同的作用但不同的效果。舉一個例子,假設我們這些程序員有一天穿越到了古代,成為了比程序員還苦的煉鋼工人(我可沒有詛咒大家啊)……為了方便煉鐵,工廠給我們准備了幾個模子,我們只用將不同的鐵水倒進這個模子,然后等它冷卻,就能打造出材料不同但造型相同的武器(也不知道古代有沒有這種高科技東西)。這樣做的好處是快捷和方便修改。假如我們遇到戰亂的年代,皇帝老兒要咱們在一個月內做1GB這么多的長槍去抵抗外敵,我們怎么辦呢??這時如果用到這種方法,那我們就只用不斷得將鐵水倒進模子就可以了。話又說回來,如果模子做得差,那制造出來的東西還是個什么玩意?
現在我們穿越回來,回到高新的IT時代。現在我們要做的差不多和做兵器是一個原理,因此我們在Main.js里寫模子,鐵水就交給腳本處理吧。
如果說看了半天被攪昏了的同學,那就看一下《html5游戲開發-零基礎開發RPG游戲-開源講座(四)-游戲腳本化&地圖跳轉》一文吧
說了一堆原理性的話,我們不仿聊一下我們的引擎。其實模子做的好不好最關鍵就是看材料,如果我們花比皇宮還貴的錢來修這個模子,那我真心覺得沒這個必要,因此我們應該把模子作得相對簡單。使Main.js中的代碼少的一個重要因素就是用到了lufylegendRPG中的LScene類,這個類非常得帥,用法就不多說了,API看了就知道。
API文檔:http://www.cnblogs.com/yorhom/archive/2013/06/15/3137789.html
差不多就講到這里吧,各位可以盡可能地發揮特長,利用該引擎制作一款像樣的RPG游戲。
至於源代碼嘛,可以下載lufylegendRPG-1.0.0,就在解開壓縮包后的rpg_sample文件夾中。