Html5游戲開發-145行代碼完成一個RPG小Demo


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。


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