DDR爱好者之家 Design By 杰米

本文实例讲述了HTML5游戏引擎LTweenLite实现的超帅动画效果。分享给大家供大家参考,具体如下:

lufylegend.js是一个开源的HTML5游戏引擎,在游戏中往往会有各种的动画,这些动画有些是flash文件,有些是视频文件,本次就来利用lufylegend制作一个帅气的游戏动画,如下图。

HTML5游戏引擎LTweenLite实现的超帅动画效果(附demo源码下载)

测试连接如下:
http://lufylegend.com/demo/effects01/

一、准备工作

准备工作当然就是引擎的下载了。

lufylegend.js引擎官网
http://lufylegend.com/lufylegend

lufylegend.js引擎在线API文档链接
http://lufylegend.com/lufylegend/api

二、制作过程

要做动画,一般是要用到时间轴,在lufylegend.js引擎中时间轴事件用法如下
复制代码 代码如下:layer.addEventListener(LEvent.ENTER_FRAME, onframe);
比如我们让一个对象A不断的向右移动,我们可一这么做

layer.addEventListener(LEvent.ENTER_FRAME, onframe);
function onframe(event){
  A.x += 1;
}

时间轴是游戏和动画的制作中最常用的方法,但是本次制作动画,采用另一种做法,就是LTweenLite。

LTweenLite是lufylegend.js引擎中的缓动类,在动画制作过程中非常的有用,甚至比一般的时间轴事件更为方便,在接下来的开发,所有的动画都是通过LTweenLite缓动类类实现的。

1. 当然,要先准备HTML

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="utf-8" />
  <title>effects01</title>
  <script type="text/javascript" src="/UploadFiles/2021-04-02/lufylegend-1.8.0.simple.min.js">

2. 接着引擎初期化,还有图片读取

var imgData = [
  {name:"background",path:"background.jpg"},
  {name:"background_ad",path:"background_ad.jpg"},
  {name:"card01",path:"card01.png"},
  {name:"card02",path:"card02.png"},
  {name:"card03",path:"card03.png"},
  {name:"card04",path:"card04.png"},
  {name:"card05",path:"card05.png"},
  {name:"effects",path:"effects.png"},
  {name:"stable_assets",path:"stable_assets.png"}
];
var dataList;
var loadingLayer,charaLayer,stageLayer;
var warshipDown,playerText,enemyText,windowUp,title,big_vs,background,swords,swords02;
if(LGlobal.canTouch){
  LGlobal.stageScale = LStageScaleMode.EXACT_FIT;
  LSystem.screen(LStage.FULL_SCREEN);
}
init(20,"legend",320,410,main);
function main(){
  loadingLayer = new LoadingSample4();
  addChild(loadingLayer);
  /**读取图片*/
  LLoadManage.load(imgData,
    function(progress){
      loadingLayer.setProgress(progress);
    },gameInit);
}

上面代码,当使用手机浏览的时候,会设定界面为全屏。

3. 建立一个自动闪烁的背景

/**
 * 背景
 * */
function BackGround(bg01,bg02){
  var self = this;
  base(self,LSprite,[]);
  self.bitmapBG01 = new LBitmap(new LBitmapData(bg01));
  self.addChild(self.bitmapBG01);
  self.bitmapBG02 = new LBitmap(new LBitmapData(bg02));
  self.addChild(self.bitmapBG02);
  self.run();
}
/**
 * 让背景类的两个图片中的上层图片,不断的交替显示和隐藏状态,以达到明暗交替闪烁的效果
 * */
BackGround.prototype.run = function(){
  var self = this;
  var tween = LTweenLite.to(self.bitmapBG02,0.5,{alpha:0,ease:Bounce.easeIn}).
  to(self.bitmapBG02,0.5,{alpha:1,ease:Bounce.easeIn,onComplete:function(){
    self.run();
  }});
}

上面代码,用到了lufylegend.js引擎1.8.0版本的新功能,连续缓动,并且当缓动结束之后,再调用本身的run函数,从而实现了循环。

4. 一艘不断发射炮弹的战舰

/**
 * 战舰
 * */
function Warship(shipData,shotData){
  var self = this;
  base(self,LSprite,[]);
  self.bitmapShip = new LBitmap(shipData);
  self.addChild(self.bitmapShip);
  self.bitmapShot = new LBitmap(shotData);
  self.bitmapShot.x = -10;
  self.bitmapShot.y = self.bitmapShip.y + 123;
  self.addChild(self.bitmapShot);
  self.bitmapShot.rotate = -75;
  self.bitmapShot.alpha = 0;
  self.bitmapShot02 = new LBitmap(shotData);
  self.bitmapShot02.scaleX = self.bitmapShot02.scaleY = 0.7;
  self.bitmapShot02.x = 65;
  self.bitmapShot02.y = self.bitmapShip.y + 220;
  self.addChild(self.bitmapShot02);
  self.bitmapShot02.rotate = -80;
  self.bitmapShot02.alpha = 0;
  self.run();
  self.shot();
}
/**
 * 让战舰上下浮动
 * */
Warship.prototype.run = function(){
  var self = this;
  LTweenLite.to(self.bitmapShip,1,{y:5,ease:Quad.easeInOut}).
  to(self.bitmapShip,1,{y:0,ease:Quad.easeInOut,onComplete:function(){
    self.run();
  }});
}
/**
 * 让战舰开火发炮
 * */
Warship.prototype.shot = function(){
  var self = this;
  LTweenLite.to(self.bitmapShot,0.1,{delay:1.5,alpha:1,ease:Quad.easeInOut,onUpdate:function(obj){
    obj.y = obj.parent.bitmapShip.y + 123;
  }})
  .to(self.bitmapShot,0.1,{alpha:0,ease:Quad.easeInOut})
  .to(self.bitmapShot02,0.1,{delay:0.5,alpha:1,ease:Quad.easeInOut,onUpdate:function(obj){
    obj.y = obj.parent.bitmapShip.y + 220;
  }})
  .to(self.bitmapShot02,0.1,{alpha:0,ease:Quad.easeInOut,onComplete:function(){
    self.shot();
  }});
}

上面代码,利用了同样的方法实现了循环。

5. 一个闪烁的标题

/**
 * 标题
 * */
function Title(bitmapData){
  var self = this;
  base(self,LSprite,[]);
  self.bitmap = new MiddleBitmap(bitmapData);
  self.bitmap.scaleX = self.bitmap.scaleY = 0.5;
  self.addChild(self.bitmap);
  self.run();
}
/**
 * 通过改变标题的透明状态,让标题明暗交替闪烁
 * */
Title.prototype.run = function(){
  var self = this;
  LTweenLite.to(self.bitmap,1,{alpha:0.4,ease:Quad.easeInOut}).
  to(self.bitmap,1,{alpha:1,ease:Quad.easeInOut,onComplete:function(obj){
    obj.parent.run();
  }});
}

上面代码,通过不断的改变图片的透明度,实现了标题的闪烁显示。

6. 可以翻转显示图片的宝剑类

/**
 * 剑,通过参数scale的直,来设定剑的图片是否翻转
 * */
function Swords(bitmapData,scale){
  var self = this;
  base(self,LSprite,[]);
  self.bitmapSwords = new LBitmap(bitmapData);
  self.bitmapSwords.x = -self.bitmapSwords.getWidth()*0.5;
  self.bitmapSwords.y = -self.bitmapSwords.getHeight()*0.5;
  if(scale == -1){
    self.bitmapSwords.scaleY = scale;
    self.bitmapSwords.y += self.bitmapSwords.getHeight();
  }
  self.addChild(self.bitmapSwords);
}

7. 将图片移动到顶点的对象。将子对象LBitmap的中心移动到该对象的原点的话,好处就是无论对象伸缩还是旋转,对象显示的位置不会发生变化了。

/**
 * 将LBitmap对象的中心放到一个对象的原点,并返回这个对象
 * */
function MiddleBitmap(bitmapData){
  var self = this;
  base(self,LSprite,[]);
  self.bitmapTitle = new LBitmap(bitmapData);
  self.bitmapTitle.x = -self.bitmapTitle.getWidth()*0.5;
  self.bitmapTitle.y = -self.bitmapTitle.getHeight()*0.5;
  self.addChild(self.bitmapTitle);
}

8. 一个特效类

/**
 * 特效类,特效图片加入后,特效显示完毕之后自动消失
 * */
function Effect(index){
  var self = this;
  base(self,LSprite,[]);
  var bitmapData;
  switch(index){
    case 0:
      bitmapData = new LBitmapData(dataList["effects"],99,45,116,96);
      break;
    case 1:
      bitmapData = new LBitmapData(dataList["effects"],102,278,110,88);
      break;
    case 2:
      bitmapData = new LBitmapData(dataList["effects"],357,85,122,127);
      break;
    case 3:
      bitmapData = new LBitmapData(dataList["effects"],346,357,108,99);
      break;
    case 4:
      bitmapData = new LBitmapData(dataList["effects"],246,918,57,62);
      break;
  }
  self.item = new MiddleBitmap(bitmapData);
  self.item.scaleX = self.item.scaleY = 0.1;
  self.addChild(self.item);
  LTweenLite.to(self.item,0.1,{scaleX:2,scaleY:2,ease:Quad.easeInOut})
  .to(self.item,0.2,{scaleX:3,scaleY:3,alpha:0,ease:Quad.easeInOut,onComplete:function(obj){
    var eff = obj.parent;
    eff.parent.removeChild(eff);
  }});
}

上面的特效类,当特效对象添加到画面上后,会逐渐自动消失。

9. 添加人物到画面上

/**
 * 添加人物图片到界面里
 * */
function setChara(){
  charaLayer = new LSprite();
  stageLayer.addChild(charaLayer);
  var charaBitmap,sy = 220;
  var charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card01"]));
  charaBitmap.scale = 0.4;
  charaBitmap.x = 110;
  charaBitmap.ty = 50;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card02"]));
  charaBitmap.scale = 0.45;
  charaBitmap.x = 85;
  charaBitmap.ty = 90;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card03"]));
  charaBitmap.scale = 0.55;
  charaBitmap.x = 70;
  charaBitmap.ty = 140;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card04"]));
  charaBitmap.scale = 0.65;
  charaBitmap.x = 75;
  charaBitmap.ty = 215;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card05"]));
  charaBitmap.scale = 0.75;
  charaBitmap.x = 85;
  charaBitmap.ty = 280;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  //right
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card05"]));
  charaBitmap.scale = 0.4;
  charaBitmap.x = 215;
  charaBitmap.ty = 50;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card04"]));
  charaBitmap.scale = 0.45;
  charaBitmap.x = 240;
  charaBitmap.ty = 90;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card01"]));
  charaBitmap.scale = 0.55;
  charaBitmap.x = 260;
  charaBitmap.ty = 140;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card03"]));
  charaBitmap.scale = 0.65;
  charaBitmap.x = 260;
  charaBitmap.ty = 215;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
  charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card02"]));
  charaBitmap.scale = 0.75;
  charaBitmap.x = 242;
  charaBitmap.ty = 280;
  charaBitmap.y = sy;
  charaBitmap.alpha = 0;
  charaLayer.addChild(charaBitmap);
}

向左右两边各添加五个人物,并且设定好他么最终要显示到画面上的目标位置和目标大小。

用下面的函数,可以添加一个特效

function addEff(index,x,y){
  var eff = new Effect(index);
  eff.x = x;
  eff.y = y;
  stageLayer.addChild(eff);
}

10. 下面先将所有的对象添加到画面上,一开始暂时不用显示的对象,将它的visible属性设置成false;

/**
 * 将所有对象和图片都添加到界面上
 * */
function addItem(){
  backLayer = new LSprite();
  stageLayer.addChild(backLayer);
  backLayer.scaleX = backLayer.scaleY = 2;
  background = new BackGround(dataList["background"],dataList["background_ad"]);
  background.x = -60;
  background.y = -50;
  backLayer.addChild(background);
  var warship = new Warship(new LBitmapData(dataList["stable_assets"],0,0,409,480)
      ,new LBitmapData(dataList["stable_assets"],754,0,270,250));
  warship.scaleX = warship.scaleY = 0.8;
  backLayer.addChild(warship);
  setChara();
  warshipDown = new LSprite();
  warshipDown.y = LGlobal.height;
  stageLayer.addChild(warshipDown);
  var warship02 = new LBitmap(new LBitmapData(dataList["stable_assets"],0,505,720,310));
  warship02.scaleX = warship02.scaleY = 0.5;
  warship02.x = (LGlobal.width - warship02.getWidth())*0.5;
  warshipDown.addChild(warship02);
  var small_vs = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],726,502,120,120));
  small_vs.scaleX = small_vs.scaleY = 0.6;
  small_vs.x = LGlobal.width*0.5;
  small_vs.y = LGlobal.height - 355;
  warshipDown.addChild(small_vs);
  playerText = new LTextField();
  playerText.color = "red";
  playerText.text = "player";
  playerText.x = (LGlobal.width*0.5 - playerText.getWidth())*0.5;
  playerText.y = 30;
  warshipDown.addChild(playerText);
  enemyText = new LTextField();
  enemyText.color = "red";
  enemyText.text = "enemy";
  enemyText.x = LGlobal.width*0.5 + (LGlobal.width*0.5 - enemyText.getWidth())*0.5;
  enemyText.y = 30;
  warshipDown.addChild(enemyText);
  windowUp = new LSprite();
  windowUp.y = -50;
  stageLayer.addChild(windowUp);
  var title_battle = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],897,469,45,239));
  title_battle.rotate = -90;
  title_battle.scaleX = title_battle.scaleY = 0.55;
  title_battle.x = LGlobal.width*0.5;
  title_battle.y = 10;
  windowUp.addChild(title_battle);
  var chain = new LBitmap(new LBitmapData(dataList["stable_assets"],880,264,71,180));
  chain.rotate = -90;
  chain.scaleX = chain.scaleY = 0.5;
  windowUp.addChild(chain);
  var chain01 = new LBitmap(new LBitmapData(dataList["stable_assets"],851,740,100,173));
  chain01.rotate = -90;
  chain01.scaleX = chain01.scaleY = 0.6;
  chain01.x = 240;
  windowUp.addChild(chain01);
  title = new Title(new LBitmapData(dataList["stable_assets"],415,425,405,80));
  title.x = LGlobal.width*0.5;
  title.y = 290;
  title.alpha = 0;
  title.visible = false;
  stageLayer.addChild(title);
  big_vs = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],420,5,340,330));
  big_vs.rotate = -90;
  big_vs.x = LGlobal.width*0.5;
  big_vs.y = 170;
  big_vs.alpha = 0;
  big_vs.visible = false;
  stageLayer.addChild(big_vs);
  swords = new Swords(new LBitmapData(dataList["stable_assets"],405,335,454,89),1);
  swords.x = LGlobal.width*0.5;
  swords.y = LGlobal.height*0.5 - 60;
  swords.rotate = -135;
  swords.scaleX = swords.scaleY = 0.8;
  swords.visible = false;
  stageLayer.addChild(swords);
  swords02 = new Swords(new LBitmapData(dataList["stable_assets"],405,335,454,89),-1);
  swords02.x = LGlobal.width*0.5;
  swords02.y = LGlobal.height*0.5 - 60;
  swords02.rotate = -45;
  swords02.scaleX = swords02.scaleY = 0.8;
  swords02.visible = false;
  stageLayer.addChild(swords02);
}

11. 利用缓动功能,实现动画。

先看第一个动画

/*
 * 第一个动画开始播放
 * */
function animation01Start(event){
  if(event){
    stageLayer.die();
    stageLayer.removeAllChild();
  }
  /*添加所有对象*/
  addItem();
  /*所有人物开始缓动*/
  var charaList = charaLayer.childList,chara,delayValue,duration;
  for(var i=0,l=charaList.length;i<l i="" chara="charaList[i];" y="220;" scalex="chara.scaleY" 2="" delayvalue="0.1*i;" if="">= 5){
      delayValue = 0.1*(i - 5);
    }
    duration = 1 - delayValue;
    chara.y = 220;
    LTweenLite.to(chara,duration,{delay:delayValue,alpha:1,scaleX:chara.scale,scaleY:chara.scale,ease:Strong.easeOut})
    .to(chara,1,{y:chara.ty,ease:Strong.easeOut});
  }
  /*背景缓动,变大左移上移→变小右移下移*/
  LTweenLite.to(backLayer,1,{scaleX:1.3,scaleY:1.3,x:-100,y:-50,ease:Strong.easeOut})
  .to(backLayer,1,{scaleX:1,scaleY:1,x:0,y:0,ease:Strong.easeOut});
  /*下面窗口缓动,延时→上移→标题可显示+VS可显示*/
  LTweenLite.to(warshipDown,0.5,{delay:1.5,y:320,ease:Elastic.easeOut,onComplete:function(){
    title.visible = big_vs.visible = true;
  }});
  /*上面窗口缓动,延时→下移*/
  LTweenLite.to(windowUp,0.5,{delay:1.5,y:0,ease:Elastic.easeOut});
  /*上面窗口缓动,延时→不透明*/
  LTweenLite.to(title,0.2,{delay:1.5,alpha:1,ease:Elastic.easeOut});
  /*VS标题缓动,延时→不透明缩小→缩小→添加特效并且进入第二个动画初始化*/
  LTweenLite.to(big_vs,0.5,{delay:1.5,alpha:1,scaleX:1,scaleY:1,ease:Elastic.easeOut})
  .to(big_vs,1,{scaleX:0.45,scaleY:0.45,ease:Elastic.easeOut,onComplete:function(){
    addEff(1,big_vs.x,big_vs.y);
    addEff(1,big_vs.x,big_vs.y);
    /*所有缓动后,动画2开始准备*/
    animation02Init();
  }});
}

第二个动画

/*
 * 第二个动画开始播放
 * */
function animation02Start(event){
  stageLayer.removeEventListener(LMouseEvent.MOUSE_UP, animation02Start);
  /*VS缓动,变大变透明→然后消失*/
  LTweenLite.to(big_vs,1,{scaleX:2,scaleY:2,alpha:0,ease:Elastic.easeIn,onComplete:function(){
    big_vs.parent.removeChild(big_vs);
  }});
  /*背景缓动,变大→变大→变小*/
  LTweenLite.to(backLayer,2,{delay:1,scaleX:1.2,scaleY:1.2,x:-100,y:-50,ease:Sine.easeInOut})
    .to(backLayer,1,{scaleX:1.5,scaleY:1.5,ease:Sine.easeInOut})
    .to(backLayer,0.5,{scaleX:1,scaleY:1,x:0,y:0,ease:Sine.easeInOut});
  /*下面窗口缓动,下移→上移*/
  LTweenLite.to(warshipDown,0.5,{delay:0.5,y:LGlobal.height,ease:Strong.easeOut})
  .to(warshipDown,0.5,{delay:3,y:320,ease:Strong.easeOut});
  /*上面窗口缓动,上移→下移*/
  LTweenLite.to(windowUp,0.5,{delay:0.5,y:-50,ease:Strong.easeOut})
  .to(windowUp,0.5,{delay:3,y:0,ease:Strong.easeOut});
  /*标题缓动,无效果→不显示+人物缓动开始→显示*/
  LTweenLite.to(title,0.5,{delay:0.5,ease:Strong.easeOut,onComplete:function(obj){
    obj.visible = false;
    charaBattle();
  }})
  .to(title,0.5,{delay:3,ease:Strong.easeOut,onComplete:function(obj){
    obj.visible = true;
  }});
  /*宝剑变为可显示,且坐标设定在画面之外*/
  swords.visible = true;
  swords02.visible = true;
  swords.x = -200;
  swords02.x = LGlobal.width + 200;
  var wait = 4;
  /*左边宝剑缓动,向右移动屏幕中间*/
  LTweenLite.to(swords,0.5,{delay:wait,x:LGlobal.width*0.5,ease:Elastic.easeOut});
  /*右边宝剑缓动,向左移动屏幕中间*/
  LTweenLite.to(swords02,0.5,{delay:wait,x:LGlobal.width*0.5,ease:Elastic.easeOut});
  /*stageLayer缓动,无效果延时,结束后添加特效并且进入第一个动画初始化*/
  LTweenLite.to(stageLayer,0.2,{delay:wait,onComplete:function(){
    addEff(Math.random()*5  0,LGlobal.width*0.5,LGlobal.height*0.4);
    addEff(Math.random()*5  0,LGlobal.width*0.5,LGlobal.height*0.4);
    addEff(Math.random()*5  0,LGlobal.width*0.5,LGlobal.height*0.4);
    animation01Init();
  }});
}

12. 最后是,两个动画结束后要添加点击事件,点击屏幕让两个动画可以相互切换

/*
 * 点击画面后,第一个动画开始播放
 * */
function animation01Init(){
  stageLayer.addEventListener(LMouseEvent.MOUSE_UP, animation01Start);
}
/*
 * 点击画面后,第二个动画开始播放
 * */
function animation02Init(){
  stageLayer.addEventListener(LMouseEvent.MOUSE_UP, animation02Start);
}

完成了,以上是所有代码。欢迎大家一起交流

三、源码

完整实例代码点击此处本站下载。

希望本文所述对大家JavaScript程序设计有所帮助。

DDR爱好者之家 Design By 杰米
广告合作:本站广告合作请联系QQ:858582 申请时备注:广告合作(否则不回)
免责声明:本站资源来自互联网收集,仅供用于学习和交流,请遵循相关法律法规,本站一切资源不代表本站立场,如有侵权、后门、不妥请联系本站删除!
DDR爱好者之家 Design By 杰米