HTML5游戏实战之拼图游戏(包含关卡)
拼图游戏是每个人小时候都玩过的经典休闲游戏,依托Hola Studio强大的图片功能和事件回调体系,实现一个游戏性十足的拼图游戏并不难。本文就介绍整个游戏的制作过程,本游戏包含完整的游戏元素,包括广告、关卡、分享等元素,你可以自行添加其他游戏元素,也可以将素材替换成你需要的元素。
游戏截图
扫描二维码
游戏链接
点击链接打开游戏
导入为你的项目
点击链接导入项目
游戏界面的编辑
游戏主要有四个界面
我们只介绍游戏界面的编辑,其他界面的编辑在之前的博客中已经都介绍过,可以说,用Hola Studio编辑界面简直是再容易不过的事,甚至可以交给策划来做。
游戏界面
游戏界面的控件树形图如图所示:
而界面效果图:
图片的操作
拼图游戏免不了跟图片的打交道,关于图片更多的便捷操作和技巧,可以参考链接关于jim写的番外关于图片不得不说的秘密。
图片的存储
在我们的拼图游戏中,是分为多关卡的,每个关卡一张图片,这些关卡的图片都可以存在图片控件的备用图片中。如下图所示:
图片的切割
我们的游戏中,每个图片都被切割成4x4个小图片,然后拼成一张大的,我们不可能又傻又天真,真用PS之类工具去切割成图片。借助Hola Studio强大的图片操作,我们可以采用如下方式切割图片:
VAR selection = "#r"+rows+"c"+cols+"i"+index;
image.setImageSrc(imageSrc + selection);
其中rows是你向切割的总行数,cols是总列数,index是次序,imageSrc是图片的链接,image就是图片控件了,是不是非常简单。另一种切割图片的方法是:
var selection = "#x"+x+"y"+y+"w"+w+"h"+h;
image.setImageSrc(imageSrc + selection);
其中x,y就是起始点相对于原始图片原点的位置,w,h就是切割的宽高了。
图片的切换
每个关卡完成以后,要切换到下一张图片,可以采用如下方法
image.setValue(imageindex);
这里的imageIndex就是备用图片的序号了。参考UIImage
图片的拖动
如果你熟悉Hola Studio就知道Hola Studio有强大的事件代码入口,比如onClick,onBeforeOPEn等等,你只需要将代码写道事件里即可。但是对于资深的游戏开发者来说,这种方式显得有点不够“高大上“,今天就着重介绍另一种熟知编辑事件回调的方法――addEventListener
在我们的游戏中,这些个小图片封装成了一个类PImage
function PImage(element) {
this.element = element;
//element就是图片控件 //处理拖动事件 element.addEventListener("pointerdown", this.onDragStart.bind(this));
element.addEventListener("pointermove", this.onDragMove.bind(this));
element.addEventListener("pointerup", this.onDragEnd.bind(this));
element.pImage = this;
}
//跟另外一个PImage交换图片资源 PImage.PRototype.exchangeImage = function(pImage) {
var src = this.element.getImageSrc();
this.element.setImageSrc(pImage.element.getImageSrc());
pImage.element.setImageSrc(src) }
PImage.prototype.canHandleEvent = function(event) {
if(event.beforeChild || !this.element.getImageSrc()) {
return false;
}
var container = this.element.getParent();
var controll = container.seats.getControll();
return !controll.startInfo || controll.startInfo.element == this.element;
}
PImage.prototype.onDragStart = function(event) {
if(!this.canHandleEvent(event)) {
return;
}
this.startP = {
x:event.point.x, y:event.point.y}
;
var container = this.element.getParent();
var point = this.convertEventPoint(event.point);
container.seats.getControll().onPick(this, point);
this.element.setOpacITy(0);
this.onDragMove(event);
}
;
PImage.prototype.onDragMove = function(event) {
if(!this.canHandleEvent(event)) {
return;
}
var point = this.convertEventPoint(event.point);
point.x -= this.startP.x;
point.y -= this.startP.y;
var container = this.element.getParent();
container.seats.getControll().onMove(this, point);
}
;
//转换坐标,因为拖动控件是相对当前小图片,要转换为相对于场景坐标 PImage.prototype.convertEventPoint = function(point) {
var p = this.element.getPositionInWindow();
var parent = this.element.getParent();
var x = p.x + point.x - parent.getXOffset();
var y = p.y + point.y + parent.getYOffset() ;
p = {
x:x, y: y}
;
return p;
}
;
PImage.prototype.onDragEnd = function(event) {
console.LOG(this.element.name, "pointup");
if(!this.canHandleEvent(event)) {
return;
}
var point = this.convertEventPoint(event.point);
var container = this.element.getParent();
container.seats.getControll().onPut(this, point);
}
;
图片的容器封装
拼图游戏中的起始容器和目的容器分别是一个UIGridViewX控件,需要做一些封装。
//这是公共类 function Seats(container) {
this.container = container;
if(container) {
container.seats = this;
}
return this;
}
Seats.prototype.initContainer = function() {
return this;
}
Seats.prototype.onPut = function(pImage, point) {
}
Seats.prototype.getControll = function() {
return this.controll;
}
Seats.prototype.setControll = function(controll) {
this.controll = controll;
}
Seats.prototype.onPick = function(pImage, point) {
}
Seats.prototype.onMove = function(pImage, point) {
}
Seats.prototype.onCancel = function(pImage, point) {
}
Seats.prototype.onRemove = function(element) {
}
//这是起始容器 function SourceSeats(container) {
Seats.call(this, container);
this.pImages = [];
return this;
}
SourceSeats.prototype = new Seats();
SourceSeats.prototype.constructor = SourceSeats;
SourceSeats.prototype.init = function(baseImage, rows, cols) {
console.log("SourceSeats.prototype.init");
var container = this.container;
var pImages = this.pImages;
var indexs = [];
var num = rows * cols;
for(var i = 0;
i 0.5 ? 1 : -1;
}
);
var imageSrc = baseImage.getImageSrc();
baseImage.setVisible(true).setEnable(true);
indexs.foreach(function(index) {
var child = baseImage.clone();
container.addChild(child);
child.setImageScale(0, 0);
var selection = "#r"+rows+"c"+cols+"i"+index;
child.setImageSrc(imageSrc + selection);
pImages.push(new PImage(child));
}
);
container.relayoutChildren();
}
SourceSeats.prototype.onRemove = function(element) {
if(element.getParent() != this.container) {
return;
}
var index = this.pImages.indexOf(element.pImage);
this.pImages.slice(index, 1);
element.remove(true);
setTimeout(function() {
this.container.relayoutChildren();
}
.bind(this), 0);
}
SourceSeats.prototype.onPut = function(startInfo, point) {
var element = startInfo.element;
var index = startInfo.index;
var elementAtPoint = element.getWindow().findChildByPoint(point, true);
if(startInfo.seats != this) {
//从dest拖到source,创建一个PImage var c = element.clone();
element.setImageSrc(null);
c.setOpacity(100);
this.container.addChild(c, elementAtPoint ? elementAtPoint.getZIndex() - 1 : this.container.getChildren().length + 1);
this.pImages.push(new PImage(c));
setTimeout(function() {
this.container.relayoutChildren();
}
.bind(this), 0);
this.getControll().onPuttedDone(element, null);
}
else {
element.setImageSrc(startInfo.imageSrc);
this.getControll().onPuttedDone(element, elementAtPoint);
}
}
//这是目标容器 function DestSeats(container) {
Seats.call(this, container);
this.pImages = [];
return this;
}
DestSeats.prototype = new Seats();
DestSeats.prototype.constructor = DestSeats;
DestSeats.prototype.init = function(baseImage, rows, cols) {
var container = this.container;
var pImages = this.pImages;
var num = rows * cols;
container.setCols(cols);
container.setRows(rows);
baseImage.setEnable(true).setVisible(true);
for(var i = 0;
i
//游戏控制类,处理游戏逻辑的 GameControll = function(win) {
this.win = win;
this.gameTime = 0;
win.find("计时器控件").stop();
win.find("计时器").setValue("00:00s");
}
GameControll.prototype.initGame = function(rows, cols) {
var win = this.win;
this.sourceSeats = new SourceSeats(win.find("选图框").getChild(0));
this.destSeats = new DestSeats(win.find("底图框架").getChild(0));
this.cols = cols;
this.rows = rows;
this.sourceSeats.setControll(this);
this.destSeats.setControll(this);
var level = this.readGameLevel();
var baseImage = win.find("selecting-image");
var MAX_LEVEL = 11;
if(level >
= MAX_LEVEL) {
level = 0;
}
baseImage.setValue(level);
//初始化两个容器 this.sourceSeats.init(baseImage, rows, cols);
this.destSeats.init(baseImage, rows, cols);
baseImage.setVisible(false).setEnable(false);
this.baseImage = baseImage;
this.gameLevel = level;
win.find("迷宫答案").setImageSrc(baseImage.getImageSrc());
}
;
GameControll.prototype.readGameLevel = function() {
var value = webstorage.get("game-level");
value = parseInt(value);
return isNaN(value) ? 0 : value;
}
GameControll.prototype.writeGameLevel = function(level) {
//存储游戏进度 WebStorage.set("game-level", level);
}
GameControll.prototype.showGameTime = function() {
this.gameTime++;
var win = this.win;
var min = 0;
var sec = 0;
min = Math.floor(this.gameTime/60);
sec = this.gameTime%60;
if (min = rect.x &
&
point.x = rect.y &
&
point.y UIGridViewX控件,作为拼图游戏小图块的起始和目的。 图片的操作
拼图游戏免不了跟图片的打交道,关于图片更多的便捷操作和技巧,可以参考链接关于jim写的番外关于图片不得不说的秘密。
图片的存储
在我们的拼图游戏中,是分为多关卡的,每个关卡一张图片,这些关卡的图片都可以存在图片控件的备用图片中。如下图所示:
图片的切割
我们的游戏中,每个图片都被切割成4x4个小图片,然后拼成一张大的,我们不可能又傻又天真,真用PS之类工具去切割成图片。借助Hola Studio强大的图片操作,我们可以采用如下方式切割图片:
var selection = "#r"+rows+"c"+cols+"i"+index;
image.setImageSrc(imageSrc + selection);
其中rows是你向切割的总行数,cols是总列数,index是次序,imageSrc是图片的链接,image就是图片控件了,是不是非常简单。另一种切割图片的方法是:
var selection = "#x"+x+"y"+y+"w"+w+"h"+h;
image.setImageSrc(imageSrc + selection);
其中x,y就是起始点相对于原始图片原点的位置,w,h就是切割的宽高了。
图片的切换
每个关卡完成以后,要切换到下一张图片,可以采用如下方法
image.setValue(imageIndex);
这里的imageIndex就是备用图片的序号了。参考UIImage
图片的拖动
如果你熟悉Hola Studio就知道Hola Studio有强大的事件代码入口,比如onClick,onBeforeOpen等等,你只需要将代码写道事件里即可。但是对于资深的游戏开发者来说,这种方式显得有点不够“高大上“,今天就着重介绍另一种熟知编辑事件回调的方法――addEventListener
在我们的游戏中,这些个小图片封装成了一个类PImage
function PImage(element) {
this.element = element;
//element就是图片控件 //处理拖动事件 element.addEventListener("pointerdown", this.onDragStart.bind(this));
element.addEventListener("pointermove", this.onDragMove.bind(this));
element.addEventListener("pointerup", this.onDragEnd.bind(this));
element.pImage = this;
}
//跟另外一个PImage交换图片资源 PImage.prototype.exchangeImage = function(pImage) {
var src = this.element.getImageSrc();
this.element.setImageSrc(pImage.element.getImageSrc());
pImage.element.setImageSrc(src) }
PImage.prototype.canHandleEvent = function(event) {
if(event.beforeChild || !this.element.getImageSrc()) {
return false;
}
var container = this.element.getParent();
var controll = container.seats.getControll();
return !controll.startInfo || controll.startInfo.element == this.element;
}
PImage.prototype.onDragStart = function(event) {
if(!this.canHandleEvent(event)) {
return;
}
this.startP = {
x:event.point.x, y:event.point.y}
;
var container = this.element.getParent();
var point = this.convertEventPoint(event.point);
container.seats.getControll().onPick(this, point);
this.element.setOpacity(0);
this.onDragMove(event);
}
;
PImage.prototype.onDragMove = function(event) {
if(!this.canHandleEvent(event)) {
return;
}
var point = this.convertEventPoint(event.point);
point.x -= this.startP.x;
point.y -= this.startP.y;
var container = this.element.getParent();
container.seats.getControll().onMove(this, point);
}
;
//转换坐标,因为拖动控件是相对当前小图片,要转换为相对于场景坐标 PImage.prototype.convertEventPoint = function(point) {
var p = this.element.getPositionInWindow();
var parent = this.element.getParent();
var x = p.x + point.x - parent.getXOffset();
var y = p.y + point.y + parent.getYOffset() ;
p = {
x:x, y: y}
;
return p;
}
;
PImage.prototype.onDragEnd = function(event) {
console.log(this.element.name, "pointup");
if(!this.canHandleEvent(event)) {
return;
}
var point = this.convertEventPoint(event.point);
var container = this.element.getParent();
container.seats.getControll().onPut(this, point);
}
;
图片的容器封装
拼图游戏中的起始容器和目的容器分别是一个UIGridViewX控件,需要做一些封装。
//这是公共类 function Seats(container) {
this.container = container;
if(container) {
container.seats = this;
}
return this;
}
Seats.prototype.initContainer = function() {
return this;
}
Seats.prototype.onPut = function(pImage, point) {
}
Seats.prototype.getControll = function() {
return this.controll;
}
Seats.prototype.setControll = function(controll) {
this.controll = controll;
}
Seats.prototype.onPick = function(pImage, point) {
}
Seats.prototype.onMove = function(pImage, point) {
}
Seats.prototype.onCancel = function(pImage, point) {
}
Seats.prototype.onRemove = function(element) {
}
//这是起始容器 function SourceSeats(container) {
Seats.call(this, container);
this.pImages = [];
return this;
}
SourceSeats.prototype = new Seats();
SourceSeats.prototype.constructor = SourceSeats;
SourceSeats.prototype.init = function(baseImage, rows, cols) {
console.log("SourceSeats.prototype.init");
var container = this.container;
var pImages = this.pImages;
var indexs = [];
var num = rows * cols;
for(var i = 0;
i 0.5 ? 1 : -1;
}
);
var imageSrc = baseImage.getImageSrc();
baseImage.setVisible(true).setEnable(true);
indexs.forEach(function(index) {
var child = baseImage.clone();
container.addChild(child);
child.setImageScale(0, 0);
var selection = "#r"+rows+"c"+cols+"i"+index;
child.setImageSrc(imageSrc + selection);
pImages.push(new PImage(child));
}
);
container.relayoutChildren();
}
SourceSeats.prototype.onRemove = function(element) {
if(element.getParent() != this.container) {
return;
}
var index = this.pImages.indexOf(element.pImage);
this.pImages.slice(index, 1);
element.remove(true);
setTimeout(function() {
this.container.relayoutChildren();
}
.bind(this), 0);
}
SourceSeats.prototype.onPut = function(startInfo, point) {
var element = startInfo.element;
var index = startInfo.index;
var elementAtPoint = element.getWindow().findChildByPoint(point, true);
if(startInfo.seats != this) {
//从dest拖到source,创建一个PImage var c = element.clone();
element.setImageSrc(null);
c.setOpacity(100);
this.container.addChild(c, elementAtPoint ? elementAtPoint.getZIndex() - 1 : this.container.getChildren().length + 1);
this.pImages.push(new PImage(c));
setTimeout(function() {
this.container.relayoutChildren();
}
.bind(this), 0);
this.getControll().onPuttedDone(element, null);
}
else {
element.setImageSrc(startInfo.imageSrc);
this.getControll().onPuttedDone(element, elementAtPoint);
}
}
//这是目标容器 function DestSeats(container) {
Seats.call(this, container);
this.pImages = [];
return this;
}
DestSeats.prototype = new Seats();
DestSeats.prototype.constructor = DestSeats;
DestSeats.prototype.init = function(baseImage, rows, cols) {
var container = this.container;
var pImages = this.pImages;
var num = rows * cols;
container.setCols(cols);
container.setRows(rows);
baseImage.setEnable(true).setVisible(true);
for(var i = 0;
i
//游戏控制类,处理游戏逻辑的 GameControll = function(win) {
this.win = win;
this.gameTime = 0;
win.find("计时器控件").stop();
win.find("计时器").setValue("00:00s");
}
GameControll.prototype.initGame = function(rows, cols) {
var win = this.win;
this.sourceSeats = new SourceSeats(win.find("选图框").getChild(0));
this.destSeats = new DestSeats(win.find("底图框架").getChild(0));
this.cols = cols;
this.rows = rows;
this.sourceSeats.setControll(this);
this.destSeats.setControll(this);
var level = this.readGameLevel();
var baseImage = win.find("selecting-image");
var MAX_LEVEL = 11;
if(level >
= MAX_LEVEL) {
level = 0;
}
baseImage.setValue(level);
//初始化两个容器 this.sourceSeats.init(baseImage, rows, cols);
this.destSeats.init(baseImage, rows, cols);
baseImage.setVisible(false).setEnable(false);
this.baseImage = baseImage;
this.gameLevel = level;
win.find("迷宫答案").setImageSrc(baseImage.getImageSrc());
}
;
GameControll.prototype.readGameLevel = function() {
var value = WebStorage.get("game-level");
value = parseInt(value);
return isNaN(value) ? 0 : value;
}
GameControll.prototype.writeGameLevel = function(level) {
//存储游戏进度 WebStorage.set("game-level", level);
}
GameControll.prototype.showGameTime = function() {
this.gameTime++;
var win = this.win;
var min = 0;
var sec = 0;
min = Math.floor(this.gameTime/60);
sec = this.gameTime%60;
if (min = rect.x &
&
point.x = rect.y &
&
point.y
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