【前端网页游戏开发】Vue3+PixiJS开发2D闯关打怪游戏,更新内容(打斗)
vue
vuejs/vue: 是一个用于构建用户界面的 JavaScript 框架,具有简洁的语法和丰富的组件库,可以用于开发单页面应用程序和多页面应用程序。
项目地址:https://gitcode.com/gh_mirrors/vu/vue
免费下载资源
·
概要
本次更新内容:怪物攻击,怪物死亡,怪物刷新,自动跟随玩家,靠近玩家时自动攻击,玩家点击键盘J键可以攻击怪物,玩家血量为10,怪物的血量为5,怪物每5秒钟刷新一次,并且大于5只时不再刷新,怪物的伤害为攻击一次减1血量,玩家的伤害为攻击减2血量,当玩家或者怪物死亡时倒地,并且不再移动,玩家死亡游戏结束,弹出提示框,是否回到主界面重新开始游戏,杀死怪物10只后游戏通关,提示是否进入下一关
更新内容展示
地图出现多个怪物,每5秒钟刷新
setInterval(() => {
if (isDead.value) return
if (enemySpriteList.value.length < 5) {
let enemySprite = new EnemySprite()
app.stage.addChild(enemySprite.container)
enemySpriteList.value.push(enemySprite)
isAttackList.value.push(false)
isForEndList.value.push(false)
}
}, 5000)
玩家类,初始化属性,以及切换动画方法
import * as PIXI from "pixi.js";
export default class PersonSprite {
constructor() {
this.loadTextures();
this.container = new PIXI.AnimatedSprite(this.idleTexture);
this.container.animationSpeed = 0.1;
this.container.position.set(50, 415);
this.container.play();
this.hp = 10;
}
attack() {
this.container.textures = this.attackTexture;
this.container.loop = false;
this.container.play();
this.container.onComplete = () => {
this.container.loop = true;
this.idle();
};
}
idle() {
this.container.textures = this.idleTexture;
this.container.loop = true;
this.container.scale.x = 1;
this.container.anchor.set(0, 0);
this.container.play();
}
hurt() {
this.container.textures = this.hurtTexture;
this.container.loop = false;
this.container.play();
this.hp -= 1;
}
dead() {
this.container.y += 36;
this.container.textures = this.deadTexture;
this.container.loop = false;
this.container.play();
}
}
怪物类,初始化属性,已经动画切换方法
import * as PIXI from "pixi.js";
export default class EnemySprite {
constructor() {
this.loadTextures();
this.container = new PIXI.AnimatedSprite(this.runTexture);
this.container.animationSpeed = 0.1;
this.container.position.set(
this.getRandomInt(50, window.innerWidth),
this.getRandomInt(350, window.innerHeight)
);
this.container.play();
this.hp = 5;
this.runNum = 0;
}
getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min; //含最大值,含最小值
}
attack() {
this.container.textures = this.attackTexture;
this.container.animationSpeed = 0.05;
this.container.play();
}
run() {
this.container.textures = this.runTexture;
this.container.animationSpeed = 0.1;
this.container.play();
}
dead() {
this.container.y += 34;
this.container.textures = this.deadTexture;
this.container.animationSpeed = 0.05;
this.container.loop = false;
this.container.play();
}
hurt() {
this.hp -= 5;
this.container.x -= 50;
if (this.hp == 0) {
this.dead();
}
}
}
当怪物远离玩家时切换跑步动作,当怪物靠近玩家时切换攻击动作,以及怪物自动跟随,这也是本游戏中较难开发部分
app.ticker.add(detal => {
if (isDead.value) return
enemySpriteList.value.forEach((enemySprite, index) => {
if (enemySprite.hp == 0) return
// 计算从敌人到玩家的方向向量
const directionX = personSprite.container.x - enemySprite.container.x;
const directionY = personSprite.container.y - enemySprite.container.y;
// 计算距离
const distance = Math.sqrt(directionX * directionX + directionY * directionY);
// 避免除以零的错误,当距离为零时(即敌人和玩家在同一位置)不移动
if (distance > 50) {
const normalizedDirectionX = directionX / distance;
const normalizedDirectionY = directionY / distance;
// 归一化方向向量
if (normalizedDirectionX < 0) {
enemySprite.container.scale.x = -1
} else {
enemySprite.container.scale.x = 1
}
enemySprite.runNum += 1
if (enemySprite.runNum == 1) {
enemySprite.run()
}
// 根据速度更新敌人的位置
enemySprite.container.x += normalizedDirectionX * 2;
enemySprite.container.y += normalizedDirectionY * 2;
} else {
enemySprite.runNum = 0
oldIsAttackList = [...isAttackList.value]
oldIsForEndList = [...isForEndList.value]
isAttackList.value[index] = true
if (enemySprite.container.currentFrame == enemySprite.attackTexture.length - 1) {
isForEndList.value[index] = true
} else {
isForEndList.value[index] = false
}
}
})
})
当怪物在攻击玩家时判断动画是否循环完一次,然后判断玩家和怪物是否碰撞在一起,如果碰撞在一起了,玩家收到伤害
let b = new Bump(PIXI)
watch(() => isAttackList, newVal => {
newVal.value.forEach((item, index) => {
if (item != oldIsAttackList[index]) {
if (item) {
enemySpriteList.value[index].attack()
}
}
})
}, { deep: true })
watch(() => isForEndList, newVal => {
newVal.value.forEach((item, index) => {
if (item != oldIsForEndList[index]) {
if (item) {
let isBump = b.hit(personSprite.container, enemySpriteList.value[index].container)
if (isBump) {
personSprite.hurt()
hp.value = personSprite.hp
if (personSprite.hp == 0) {
personSprite.dead()
isDead.value = true
}
}
}
}
})
}, { deep: true })
当生命值为0时,玩家死亡,游戏结束
玩家击杀怪物
怪物死亡
if (e.key == 'j') {
personSprite.attack()
enemySpriteList.value.forEach(enemySprite => {
if (enemySprite.hp == 0) return
let isBump = b.hit(personSprite.container, enemySprite.container)
if (isBump) {
enemySprite.hurt()
if (enemySprite.hp == 0) {
killNum.value += 1
enemySpriteList.value.splice(index, 1)
if (killNum == 10) {
isSuccess.value = true
}
}
}
})
return
}
击杀10只怪物,玩家通关游戏
界面HTML5部分
<div class="container" ref="container">
<div class="hp">
当前血量为:{{ hp }}
</div>
<div class="info">
当前为第一关,共杀死怪物{{ killNum }}只
</div>
<div class="setting-btn" @click="() => { if (!isDead) showSetting = true }">设置</div>
<div class="setting" v-show="showSetting">
<div class="close" @click="showSetting = false">X</div>
<div class="title">设置</div>
<div class="content">
<div class="btn" @click="closeAudio">音乐{{ audioNo ? '关闭' : '打开' }}</div>
<div class="btn" @click="openFullscreen" v-if="!isfullscreen">全屏</div>
<div class="btn" @click="closeFullscreen" v-else>退出全屏</div>
<div class="btn" @click="emit('end')">主界面</div>
</div>
</div>
<div class="dead-tip" v-show="isDead">
<div class="title">提示</div>
<p>你已死亡,游戏失败了!</p>
<div class="btn" @click="emit('end')">主界面</div>
</div>
<div class="success-tip" v-show="isSuccess">
<div class="title">提示</div>
<p>恭喜你!通关了</p>
<div class="btn" @click="next">下一关卡</div>
</div>
</div>
技术细节
使用Vue对界面上的提示信息进行动态显示,动态弹出
小结
虽然说打斗已经开发完毕,但是在一些细节上仍存在一些BUG
感兴趣可以关注收藏,后面持续更新内容,本博客做学习记录
GitHub 加速计划 / vu / vue
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下载
vuejs/vue: 是一个用于构建用户界面的 JavaScript 框架,具有简洁的语法和丰富的组件库,可以用于开发单页面应用程序和多页面应用程序。
最近提交(Master分支:4 个月前 )
9e887079
[skip ci] 3 个月前
73486cb5
* chore: fix link broken
Signed-off-by: snoppy <michaleli@foxmail.com>
* Update packages/template-compiler/README.md [skip ci]
---------
Signed-off-by: snoppy <michaleli@foxmail.com>
Co-authored-by: Eduardo San Martin Morote <posva@users.noreply.github.com> 6 个月前
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