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  • 仿淘宝,京东红包雨

    本红包雨项目是基于HTML5的游戏框架Phaser写的,最终形成的是一个canvas,所以性能很好,但是必须要说的是这个框架比较大,压缩后也有700K左右,所以请慎用.

    代码地址: https://github.com/AmosXu/red-packet-rain

    1. 效果展示

           

      

     图片依次是倒计时页面,抢红包页面,拆红包页,红包展示页,这些页面都是写在一个canvas里面的,无刷新的切换效果,性能超级棒

    2.代码展示

      贴上主要的代码js代码和注释

    复制代码
      
      //初始化图片
      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 = ['全场优惠50元', '20元代金券', '全场优惠50元', '20元代金券', '全场优惠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;
      }
    
      //初始化红包
      function QingLv(config, game){
        this.init = function(){
            this.config = config;
            QingLvGroup = game.add.group();
            QingLvGroup.enableBody = true;
            QingLvGroup.createMultiple(config.selfPool, config.selfPic); //初始化多个红包
            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)  //红包生成的位置
                e.body.velocity.x = game.rnd.integerInRange(-300, -150);   //红包移动的速度
                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();
              
              //点击获得红包,游戏暂停
              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 = ''
              
              //拆红包
              let clickOpen = function() {
    
                //游戏暂停时,点击事件无效,只能通过这种画热点的形式来绑定事件
                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
    
                  //拆红包动画
                  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    //文字相对于屏幕左右居中
                    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) {
              //加载图片
              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() {
              // 物理系统
              game.physics.startSystem(Phaser.Physics.ARCADE);
    
              // 背景图
              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()
    
              // 开始游戏倒计时
              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();
    
              //添加按钮,并绑定事件
              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))
              
              // 剩余时间
              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;
              }
          }
      };
    
      //生成游戏
      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');
      }
    复制代码

    3. 疑难问题

       1. 游戏暂停时,点击事件无效,需要点击,怎么解决

         答:  通过全局事件画热点的形式绑定事件,一定要记得移除事件,一定一定要记得

    复制代码
    game.input.onDown.add(clickOpen, this)   //给游戏绑定全局事件
    
    let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket')        
    let userTicketRect = new Phaser.Rectangle(78, 445, 194, 66).copyFrom(userTicket);  //获得button的区域
    
    //如果点击的位置为button的位置就执行下一步
    if (userTicketRect.contains(game.input.x, game.input.y)) {
      //移除全局事件
       game.input.onDown.remove(clickButton, this);
    }
    复制代码

     2. 文字或图片相对于屏幕居中(暂时只能做屏幕居中) 

     答: 添加文字到游戏中,文字向左的偏移量等于游戏屏幕的宽度减去文字宽度的一般,就能达到居中的效果

    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    //文字相对于屏幕左右居中

     代码地址: https://github.com/AmosXu/red-packet-rain

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  • 原文地址:https://www.cnblogs.com/libin-1/p/7096835.html
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