• 用仿ActionScript的语法来编写html5——第三篇,鼠标事件与游戏人物移动


    第三篇,鼠标事件与游戏人物移动

    一,假设
    假设,所有可添加鼠标事件的对象,都有一个mouseEvent方法,添加的鼠标事件同过这个mouseEvent来调用。
    这样的话,添加鼠标事件,其实只需要给canvas添加一个鼠标事件,然后循环LGlobal类里的childList,即循环所有的可视对象,如果被添加了鼠标事件,那么就调用它相应的方法。
    二,实现
    1,给LGlobal类追加mouseEvent方法,然后修改LGlobal类的setCanvas,实现canvas的鼠标事件的添加与调用

    LGlobal.setCanvas = function (id,width,height){
        LGlobal.canvasObj = document.getElementById(id);
        if(width)LGlobal.canvasObj.width = width;
        if(height)LGlobal.canvasObj.height = height;
        LGlobal.width = LGlobal.canvasObj.width;
        LGlobal.height = LGlobal.canvasObj.height;
        LGlobal.canvas = LGlobal.canvasObj.getContext("2d");
        
        LEvent.addEventListener(LGlobal.canvasObj,LMouseEvent.MOUSE_DOWN,function(event){
            LGlobal.mouseEvent(event,LMouseEvent.MOUSE_DOWN);
        });
    } 
    LGlobal.mouseEvent = function(event,type){
        var key;
        for(key in LGlobal.childList){
            if(LGlobal.childList[key].mouseEvent){
                LGlobal.childList[key].mouseEvent(event,type);
            }
        }
    }

    2,给LSprite类添加mouseList数组,用来保存所添加的鼠标事件,然后添加mouseEvent方法
    mouseEvent方法中,我们需要做2个处理,
    1),判断自己是否添加了鼠标事件,如果没有添加,则循环它的childList
    2),如果添加了鼠标事件,判断自己是否被点击,LSprite虽说意义上是可视类,但是其实目前它本身是不可见的,可见的是它上面的Bitmap,准确点说,是这个Bitmap类中的BitmapData,更准确点说,是这个BitmapData中的Image,所以判断自己是否被点击,需要判断的是LSprite中的childList中的可视对象是否被点击,如果被点击,则调用相应的方法

    mouseEvent:function (event,type,cood){
            if(cood==null)cood={x:0,y:0};
            var self = this;
            if(self.mouseList.length == 0){
                for(key in self.childList){
                    if(self.childList[key].mouseEvent){
                        self.childList[key].mouseEvent(event,type,{x:self.x+cood.x,y:self.y+cood.y});
                    }
                }
                return;
            }
            if(self.childList.length == 0)return;
            var key;
            var isclick = false;
            for(key in self.childList){
                isclick = self.childList[key].ismouseon(event,{x:self.x+cood.x,y:self.y+cood.y});
                if(isclick)break;
            }
            if(isclick){
                for(key in self.mouseList){
                    var obj = self.mouseList[key];
                    if(obj.type == type){
                        event.selfX = event.offsetX - (self.x+cood.x);
                        event.selfY = event.offsetY - (self.y+cood.y);
                        event.currentTarget = self;
                        obj.listener(event);
                    }
                }
                return;
            }
            
        },
        ismouseon:function(event,cood){
            var self = this;
            var key;
            var isclick = false;
            for(key in self.childList){
                isclick = self.childList[key].ismouseon(event,{x:self.x+cood.x,y:self.y+cood.y});
                if(isclick)break;
            }
            return isclick;
        }

    ismouseon方法,用来判断自己是否被点击
    LBitmap类中也需要判断是否自己被点击,所以添加ismouseon

    ismouseon:function(event,cood){
            var self = this;
            if(event.offsetX >= self.x + cood.x && event.offsetX <= self.x + cood.x + self.width && 
                event.offsetY >= self.y + cood.y && event.offsetY <= self.y + cood.y + self.height){
                return true;
            }else{
                return false;
            }
        }

    添加鼠标事件的时候,模仿ActionScript的语法

    backLayer.addEventListener(LMouseEvent.MOUSE_DOWN, onmousedown);

    下面,准备一张地图,一个人物行走图,用鼠标事件来控制人物的走动,

    init(80,"back",800,480,main);
    
    
    var list = new Array();
    var index = 0;
    var backLayer;
    //地图
    var mapimg;
    //人物
    var playerimg;
    var loader
    var imageArray;
    var animeIndex = 0;
    var dirindex = 0;
    var dirarr = new Array({x:0,y:1},{x:-1,y:0},{x:1,y:0},{x:0,y:-1},{x:-1,y:1},{x:1,y:1},{x:-1,y:-1},{x:1,y:-1});
    var dirmark = {"0,1":0,"-1,0":1,"1,0":2,"0,-1":3,"-1,1":4,"1,1":5,"-1,-1":6,"1,-1":7};
    
    
    //移动目标
    var toX = 0;
    var toY = 0;
    function main(){
        
        loader = new LLoader();
        loader.addEventListener(LEvent.COMPLETE,loadBitmapdata);
        loader.load("back.jpg","bitmapData");
    }
    function loadBitmapdata(event){
        var bitmapdata = new LBitmapData(loader.content);
        mapimg = new LBitmap(bitmapdata);
        loader = new LLoader();
        loader.addEventListener(LEvent.COMPLETE,loadOver);
        loader.load("1.png","bitmapData");
    }
    function loadOver(event){
        var bitmapdata = new LBitmapData(loader.content,0,0,70,92);
        imageArray = LGlobal.divideCoordinate(bitmapdata.image.width,bitmapdata.image.height,8,8);
        document.getElementById("inittxt").innerHTML="";
        playerimg = new LBitmap(bitmapdata);
        playerimg.bitmapData.setCoordinate(0,0);
        index = 0;
        backLayer = new LSprite();
        addChild(backLayer);
        backLayer.addChild(mapimg);
        backLayer.addChild(playerimg);
        backLayer.addEventListener(LEvent.ENTER_FRAME, onframe)
        backLayer.addEventListener(LMouseEvent.MOUSE_DOWN, onmousedown);
    }
    
    
    function onframe(){
        index++;
        if(index >= imageArray[0].length){
            index = 0;
        }
        var markx = 0,marky = 0;
        var l = 3;
        if(playerimg.x > toX){
            playerimg.x -= l;
            markx = -1;
        }else if(playerimg.x < toX){
            playerimg.x += l;
            markx = 1;
        }
        if(playerimg.y > toY){
            playerimg.y -= l;
            marky = -1;
        }else if(playerimg.y < toY){
            playerimg.y += l;
            marky = 1;
        }
        if(markx !=0 || marky != 0){
            var mark = markx+","+marky;
            dirindex = dirmark[mark];
        }
        playerimg.bitmapData.setCoordinate(imageArray[dirindex][index].x,imageArray[dirindex][index].y);
    }
    function onmousedown(event){
        toX = parseInt(event.selfX/3)*3;
        toY = parseInt(event.selfY/3)*3;
    }

    看一下成果吧
    http://fsanguo.comoj.com/html5/jstoas02/index.html


    下一篇,研究下继承吧

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  • 原文地址:https://www.cnblogs.com/jiangxiaobo/p/6005866.html
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