仿淘寶,京東紅包雨(基於Phaser框架)


本紅包雨項目是基於HTML5的游戲框架Phaser寫的,最終形成的是一個canvas,所以性能很好,但是必須要說的是這個框架比較大,壓縮后也有700K左右,所以請慎用.

代碼地址: https://github.com/AmosXu/red-packet-rain

1. 效果展示

       

  

 圖片依次是倒計時頁面,搶紅包頁面,拆紅包頁,紅包展示頁,這些頁面都是寫在一個canvas里面的,無刷新的切換效果,性能超級棒

 

2.代碼展示

  貼上主要的代碼js代碼和注釋

  
  //初始化圖片
  let imgjishi = 'assets/img/daojishi.png'
  let bgPlan = 'assets/img/bg-plan.jpg'
  let bgRainer = 'assets/img/bg-rainer.jpg'
  let redpacket = 'assets/img/redpacket.png'
  let close = 'assets/img/close.png'
  let dialogExit = 'assets/img/dialog-exit.png'
  let buttonCancel = 'assets/img/button-cancel.png'
  let buttonExit = 'assets/img/button-exit.png'
  let openRedpacket = 'assets/img/open-redpacket.png'
  let open = 'assets/img/open.png'
  let redpacketResult = 'assets/img/redpacket-result.png'
  let buttonUseTicket = 'assets/img/button-use-ticket.png'
  let buttonContinue = 'assets/img/button-continue.png'
  let cursorAnimation = 'assets/img/cursor-animation.png'

  let states = {}
  let QingLvGroup;
  let hitNum = 0;
  let config = {
      selfPool:40,
      selfPic:'redpacket',
      rate:0.5,
      maxSpeed:1200,
      minSpeed:400,
      max:95
  }

  let ids = [0, 1, 2, 3, 4, 5]
  let redpackets = ['全場優惠50元', '20元代金券', '全場優惠50元', '20元代金券', '全場優惠50元', '20元代金券']
  let time = 25;
  let getIds = []
  let radio = document.documentElement.clientWidth/375;
  let e;

  function rfuc(n){
    return n*radio;
  }

  //初始化紅包
  function QingLv(config, game){
    this.init = function(){
        this.config = config;
        QingLvGroup = game.add.group();
        QingLvGroup.enableBody = true;
        QingLvGroup.createMultiple(config.selfPool, config.selfPic); //初始化多個紅包
        QingLvGroup.setAll('anchor.y',1)
        QingLvGroup.setAll('outOfBoundsKill', true);
        QingLvGroup.setAll('checkWorldBounds', true);
        this.maxWidth = game.width + 300;

        game.time.events.loop(Phaser.Timer.SECOND * config.rate, this.createQL, this);
    };
    this.createQL = function(){
        e = QingLvGroup.getFirstExists(false);
        
        if(e) {
            if(hitNum >= config.max) {
                return;
            }
            hitNum++;
            e.events.onInputDown.removeAll();
            var ram= Math.random();
            ram =ram<0.5?ram+=0.5: ram;
            e.loadTexture(this.config.selfPic)
            e.alpha = 1;
            e.angle = 30
            // e.scale.setTo(rfuc(ram));
            e.reset(game.rnd.integerInRange(100, this.maxWidth), 100)  //紅包生成的位置
            e.body.velocity.x = game.rnd.integerInRange(-300, -150);   //紅包移動的速度
            e.body.velocity.y = game.rnd.integerInRange(config.minSpeed, config.maxSpeed);
            e.inputEnabled = true;
            e.events.onInputDown.add(this.hitted, this)
        }
    };
    this.hitted = function(sprite){
        if(Math.random() < 1/4 && ids.length > 0) {
          sprite.kill();
          
          //點擊獲得紅包,游戲暫停
          game.paused = true;

          //背景
          let hexGraphics = new Phaser.Graphics().beginFill(0x000000, 0.5).drawRect(0,0,document.documentElement.clientWidth,document.documentElement.clientHeight + 2);
          let pausedMask = game.add.sprite(0, 0, hexGraphics.generateTexture())
          
          let openDialog = game.add.sprite(rfuc(62), rfuc(150), 'openRedpacket')
          
          let open = game.add.sprite(rfuc(130), rfuc(300), 'open')
          open.inputEnabled = true;
        
          let result = game.add.sprite(rfuc(0), rfuc(120), 'redpacketResult')
          result.visible = false

          let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket')
          userTicket.visible = false

          let goOn = game.add.sprite(rfuc(198), rfuc(445), 'buttonContinue')
          goOn.visible = false

          let ticketText = {};
          let link = ''
          
          //拆紅包
          let clickOpen = function() {

            //游戲暫停時,點擊事件無效,只能通過這種畫熱點的形式來綁定事件
            let openRect = new Phaser.Rectangle(rfuc(130), rfuc(315), 239, 239).copyFrom(open);

            if (openRect.contains(game.input.x, game.input.y)) {
              let currentWidth = open.width

              //拆紅包動畫
              let tempArr = [2, 4, 8, 4, 2, 1]
              let index = 0;
              let timer = setInterval(function() {
                if (index > tempArr.length-1) { index = 0 }
                open.width = currentWidth / tempArr[index]
                open.height = open.height
                open.left = game.world.centerX - open.width / 2
                ++index
              }, 200)
              game.input.onDown.remove(clickOpen, this);
              let arrIndex = Math.floor(Math.random() * ids.length)
              let redpacketId = ids.splice(arrIndex, 1)
              getIds.push(redpacketId[0])

              setTimeout(()=> {
                timer && clearInterval(timer)
                document.getElementById('audioOpen').play()
                let text = redpackets[redpacketId[0]]
                ticketText = game.add.text(0, rfuc(338), text, {fill: '#ffe67d', fontSize: '46px', fontWeight: 'bolder'})
                ticketText.left = game.world.centerX - ticketText.width / 2    //文字相對於屏幕左右居中
                openDialog.visible = false
                open.visible = false
                result.visible = true
                userTicket.visible = true
                goOn.visible = true
                game.input.onDown.add(clickButton, this)
              }, 1000)
            } 
          };

          let clickButton = function() {
            let userTicketRect = new Phaser.Rectangle(rfuc(78), rfuc(445), 194, 66).copyFrom(userTicket);
            let continueRect = new Phaser.Rectangle(rfuc(198), rfuc(445), 194, 66).copyFrom(goOn);

            if (userTicketRect.contains(game.input.x, game.input.y)) {
              window.location.replace(link)
              game.input.onDown.remove(clickButton, this);

            } else if (continueRect.contains(game.input.x, game.input.y)) {
              result.visible = false
              userTicket.visible = false
              goOn.visible = false
              pausedMask.visible = false
              ticketText.visible = false
              game.paused = false
              game.input.onDown.remove(clickButton, this);
            }
          }

          game.input.onDown.add(clickOpen, this)
        } else {
          sprite.inputEnabled = false;
          var anim = sprite.animations.add(config.selfPic);
          sprite.play(config.selfPic, 40, false);
          anim.onComplete.add(this.fade, this, sprite)  
        }
    };
    this.fade = function(sprite){
        var tween = game.add.tween(sprite).to({alpha:0}, 300, 'Linear', true)
        tween.onComplete.add(this.killed, this, sprite);
    };
    this.killed = function(sprite){
        sprite.kill();
    }
  }
  states.boot = function(game) {
    this.preload = function() {
        if (typeof(GAME) !== "undefined") {
            this.load.baseURL = GAME + "/";
        }
        if (!game.device.desktop) {
            this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT;
            this.scale.forcePortrait = true;
            this.scale.refresh();
        }
    };
    this.create = function() {
        game.stage.backgroundColor = '#FFF';
        game.state.start('preload');
    };
  };
  states.preload = function(game) {
      this.preload = function(game) {
          //加載圖片
          game.load.spritesheet('daojishi', imgjishi, 250,120, 4)
          game.load.image('bgPlan', bgPlan)
          game.load.image('bgRainer', bgRainer)
          game.load.spritesheet('redpacket', redpacket, 144, 173, 2)
          game.load.image('close', close)
          game.load.image('dialogExit', dialogExit)
          game.load.image('buttonExit', buttonExit)
          game.load.image('buttonCancel', buttonCancel)
          game.load.image('openRedpacket', openRedpacket)
          game.load.image('open', open)
          game.load.image('redpacketResult', redpacketResult)
          game.load.image('buttonContinue', buttonContinue)
          game.load.image('buttonUseTicket', buttonUseTicket)
          game.load.spritesheet('cursorAnimation', cursorAnimation, 74, 108, 2)
      };
      this.create = function() {
          game.state.start('main');
      };
  };
  states.main = function(game) {
      this.create = function() {
          // 物理系統
          game.physics.startSystem(Phaser.Physics.ARCADE);

          // 背景圖
          var bgPlan = game.add.sprite(0, 0, 'bgPlan');
          bgPlan.width = game.width;
          bgPlan.height = game.height;

          var cursorPointer = game.add.sprite(game.world.centerX - 36, game.world.centerY + 86, 'cursorAnimation');
          var anim = cursorPointer.animations.add('cursorAnimation');
          cursorPointer.play('cursorAnimation', 2, true);

          document.getElementById('audioCountDown').play()

          // 開始游戲倒計時
          var daojishi = game.add.sprite(game.world.centerX - 140, game.world.centerY - 400, 'daojishi');
          var anim = daojishi.animations.add('daojishi');
          daojishi.play('daojishi', 1, false);
          anim.onComplete.add(this.startGame, this, daojishi);
      };
      
      this.startGame = function(daojishi){
          this.leftTime = time
          let bgRainer = game.add.sprite(0, 0, 'bgRainer');
          bgRainer.width = game.width;
          bgRainer.height = game.height;
          daojishi.visible = false;
          this.createQingLv();

          //添加按鈕,並綁定事件
          let closeImg = game.add.button(rfuc(20), rfuc(20), 'close', function(){
            game.paused = true
            pausedMask.visible = true
            exitDialog.visible = true
            exitButton.visible = true
            cancelButton.visible = true

            game.input.onDown.add(buttonClick, this)
          }.bind(this))
          
          // 剩余時間
          this.leftTimeText = game.add.text(0, 0, this.leftTime, {fill: '#FFF', fontSize: '40px', fontWeight: 'bolder'})
          this.leftTimeText.scale.setTo(rfuc(1))
          this.leftTimeText.fixedToCamera = true;
          this.leftTimeText.cameraOffset.setTo(game.camera.width - rfuc(80), rfuc(20));

          let hexGraphics = new Phaser.Graphics().beginFill(0x000000, 0.5).drawRect(0,0,document.documentElement.clientWidth,document.documentElement.clientHeight + 2);
          let pausedMask = game.add.sprite(0, 0, hexGraphics.generateTexture())
          pausedMask.visible = false;

          let exitDialog = game.add.sprite(rfuc(62), rfuc(150), 'dialogExit')
          exitDialog.visible = false;

          let exitButton = game.add.button(rfuc(80), rfuc(315), 'buttonExit')
          exitButton.visible = false;

          let isExit = false
          let cancelButton = game.add.button(rfuc(200), rfuc(315), 'buttonCancel')
          cancelButton.visible = false;

          game.time.events.repeat(Phaser.Timer.SECOND, this.leftTime, this.refreshTime, this)

          let buttonClick = function() {
            let cancelRect = new Phaser.Rectangle(rfuc(200), rfuc(315), 194, 66).copyFrom(cancelButton);
            if (cancelRect.contains(game.input.x, game.input.y)) {
              game.input.onDown.remove(buttonClick, this)
              game.paused = false
              pausedMask.visible = false
              exitDialog.visible = false
              exitButton.visible = false
              cancelButton.visible = false
            }
          }
      };

      this.createQingLv = function(){
          this.qinglv = new QingLv(config, game);
          this.qinglv.init();
          this.qinglv = new QingLv(config, game);
          this.qinglv.init();
      };
      
      this.refreshTime = function(){
          this.leftTime--;
          var tem = this.leftTime;
          this.leftTimeText.text = tem;
          if(this.leftTime === 0) {
              game.paused = true;
          }
      }
  };

  //生成游戲
  let game = null
  if (game == null) {
    game = new Phaser.Game(document.documentElement.clientWidth, document.documentElement.clientHeight + 2, Phaser.AUTO, document.getElementById('gameScreen'));
    game.state.add('boot', states.boot.bind(game));
    game.state.add('preload', states.preload.bind(game));
    game.state.add('main', states.main.bind(game));
    game.state.start('boot');
  }

 

3. 疑難問題

   1. 游戲暫停時,點擊事件無效,需要點擊,怎么解決

     答:  通過全局事件畫熱點的形式綁定事件,一定要記得移除事件,一定一定要記得

game.input.onDown.add(clickOpen, this)   //給游戲綁定全局事件

let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket')        
let userTicketRect = new Phaser.Rectangle(78, 445, 194, 66).copyFrom(userTicket);  //獲得button的區域

//如果點擊的位置為button的位置就執行下一步
if (userTicketRect.contains(game.input.x, game.input.y)) {
  //移除全局事件
   game.input.onDown.remove(clickButton, this);
}

 

 2. 文字或圖片相對於屏幕居中(暫時只能做屏幕居中) 

 答: 添加文字到游戲中,文字向左的偏移量等於游戲屏幕的寬度減去文字寬度的一般,就能達到居中的效果

ticketText = game.add.text(0, rfuc(338), '我想居中', {fill: '#ffe67d', fontSize: '46px', fontWeight: 'bolder'})
ticketText.left = game.world.centerX - ticketText.width / 2    //文字相對於屏幕左右居中

 代碼地址: https://github.com/AmosXu/red-packet-rain

 


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