本次开发,更新了一下库件至1.3,请点击下面的链接,下载库件1.3版以上版本


地图的滚动


关于地图的滚动原理,可以参照下图



 



按照上图说明,实现地图滚动,只需要先把即将出现的地图(图中黄色部分)画上,然后滚动地图,待地图滚动完毕之后,将屏幕之外的部分(图中绿色部分)移除


首先要添加一个变量来控制地图是否滚动




  1. //地图滚动
  2. var mapmove = false;



然后,在人物移动的时候,判断地图是否需要滚动

1. 
2. Character.prototype.checkMap = function (dir){
3.         var self = this;
4.         mapmove = false;
5.         //如果不是英雄,则地图不需要滚动
6.         if(!self.isHero)return;
7.         
8.         switch (dir){
9.                 case UP:
10.                         if(self.y + charaLayer.y> STEP)break;
11.                         if(mapLayer.y >= 0)break;
12.                         addMap(0,-1);
13.                         mapmove = true;
14.                         break;
15.                 case LEFT:
16.                         if(self.x + charaLayer.x > STEP)break;
17.                         if(mapLayer.x >= 0)break;
18.                         addMap(-1,0);
19.                         mapmove = true;
20.                         break;
21.                 case RIGHT:
22.                         if(self.x < 480 - 2*STEP)break;
23.                         if(480 - mapLayer.x >= map[0].length*STEP)break;
24.                         addMap(1,0);
25.                         mapmove = true;
26.                         break;
27.                 case DOWN:
28.                         if(self.y < 288 - 2*STEP)break;
29.                         if(288 - mapLayer.y >= map.length*STEP)break;
30.                         addMap(0,1);
31.                         mapmove = true;
32.                         break;
33.         }
34. };


在移动过程中,判断地图是否处于滚动状态,如果地图处于滚动,则滚动地图,否则移动人物



1. 
2. Character.prototype.onmove = function (){
3.         var self = this;
4.         //设定一个移动步长中的移动次数
5.         var ml_cnt = 4;
6.         //计算一次移动的长度
7.         var ml = STEP/ml_cnt;
8.         //根据移动方向,开始移动
9.         switch (self.direction){
10.                 case UP:
11.                         if(mapmove){
12.                                 mapLayer.y += ml;
13.                                 charaLayer.y += ml;
14.                         }
15.                         self.y -= ml;
16.                         break;
17.                 case LEFT:
18.                         if(mapmove){
19.                                 mapLayer.x += ml;
20.                                 charaLayer.x += ml;
21.                         }
22.                         self.x -= ml;
23.                         break;
24.                 case RIGHT:
25.                         if(mapmove){
26.                                 mapLayer.x -= ml;
27.                                 charaLayer.x -= ml;
28.                         }
29.                         self.x += ml;
30.                         break;
31.                 case DOWN:
32.                         if(mapmove){
33.                                 mapLayer.y -= ml;
34.                                 charaLayer.y -= ml;
35.                         }
36.                         self.y += ml;
37.                         break;
38.         }
39.         self.moveIndex++;
40.         //当移动次数等于设定的次数,开始判断是否继续移动
41.         if(self.moveIndex >= ml_cnt){
42.                 //一个地图步长移动完成后,如果地图处于滚动状态,则移除多余地图块
43.                 if(mapmove)delMap();
44.                 self.moveIndex = 0;
45.                 //如果已经松开移动键,或者前方为障碍物,则停止移动,否则继续移动
46.                 if(!isKeyDown || !self.checkRoad()){
47.                         self.move = false;
48.                         return;
49.                 }else if(self.direction != self.direction_next){
50.                         self.direction = self.direction_next;
51.                         self.anime.setAction(self.direction);
52.                 }
53.                 //地图是否滚动
54.                 self.checkMap(self.direction);
55.         }
56. };

最后,将地图的数组和地形扩大为大于屏幕大小



1. //地图图片数组
2. var map = [
3. [18,18,18,18,18,18,18,18,18,18,18,18,55,55,18,18,18],
4. [18,18,18,17,17,17,17,17,17,17,17,17,55,55,17,17,18],
5. [18,18,17,17,17,17,18,18,17,17,17,17,55,55,17,17,18],
6. [18,17,17,17,18,18,18,18,18,17,17,55,55,17,17,17,18],
7. [18,17,17,18,22,23,23,23,24,18,17,55,55,17,17,17,18],
8. [18,17,17,18,25,28,26,79,27,18,55,55,17,17,17,17,18],
9. [18,17,17,17,17,10,11,12,18,18,55,55,17,17,17,17,18],
10. [18,18,17,17,10,16,16,16,11,55,55,17,17,17,17,17,18],
11. [18,18,17,17,77,16,16,16,16,21,21,17,17,17,17,17,18],
12. [18,18,17,17,77,16,16,16,16,55,55,17,17,17,17,17,18],
13. [18,18,18,18,18,18,18,18,18,55,55,18,18,18,18,18,18]
14. ];
15. //地图地形数组
16. var mapdata = [
17. [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
18. [1,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,1],
19. [1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1],
20. [1,0,0,0,1,1,1,1,1,0,0,1,1,0,0,0,1],
21. [1,0,0,1,1,1,1,1,1,1,0,1,1,0,0,0,1],
22. [1,0,0,1,1,1,0,1,1,1,1,1,0,0,0,0,1],
23. [1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1],
24. [1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1],
25. [1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
26. [1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1],
27. [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
28. ];



为了实现地图滚动,修改添加地图的方法,根据参数来实现添加上面图片的黄色地图部分


1. //添加地图
2. function addMap(cx,cy){
3.         var i,j,index,indexX,indexY;
4.         var bitmapdata,bitmap;
5.         var mapX = mapLayer.x / STEP;
6.         var mapY = mapLayer.y / STEP;
7.         var mx = cx<0?-1:0,my = cy<0?-1:0;
8.         if(imageArray == null){
9.                 //地图图片数据
10.                 bitmapdata = new LBitmapData(imglist["map"]);
11.                 //将地图图片拆分,得到拆分后的各个小图片的坐标数组
12.                 imageArray = LGlobal.divideCoordinate(bitmapdata.image.width,bitmapdata.image.height,10,10);
13.         }
14.         mapLayer.removeAllChild();
15.         //在地图层上,画出15*10的小图片
16.         for(i=my;i<9 +Math.abs(cy) && i-mapY < map.length;i++){
17.                 for(j=mx;j<15 +Math.abs(cx)&& j-mapX < map[0].length;j++){
18.                         //从地图数组中得到相应位置的图片坐标
19.                         index = map[i-mapY][j-mapX];
20.                         //小图片的竖坐标
21.                         indexY = Math.floor(index /10);
22.                         //小图片的横坐标
23.                         indexX = index - indexY*10;
24.                         //得到小图片
25.                         bitmapdata = new LBitmapData(imglist["map"],indexX*32,indexY*32,32,32);
26.                         bitmap = new LBitmap(bitmapdata);
27.                         //设置小图片的显示位置
28.                         bitmap.x = j*STEP - mapLayer.x;
29.                         bitmap.y = i*STEP - mapLayer.y;
30.                         //将小图片显示到地图层
31.                         mapLayer.addChild(bitmap);
32.                 }
33.         }
34. }
35. //移除多余地图块
36. function delMap(){
37.         var bitmap,i;
38.         for(i=0;i<mapLayer.childList.length;i++){
39.                 bitmap = mapLayer.childList[i];
40.                 if(bitmap.x + mapLayer.x < 0 || bitmap.x + mapLayer.x >= 480 || 
41.                                 bitmap.y + mapLayer.y < 0 || bitmap.y + mapLayer.y >= 288){
42.                         mapLayer.removeChild(bitmap);
43.                         i--;
44.                 }
45.         }
46. }


看一下效果如下


 



人物的对话


对话的实现,在点击控制按钮的方形按钮时添加,所以,先在鼠标抬起的时候,判断是否点击了方形按钮


1. function onup(event){
2.         isKeyDown = false;
3.         if(event.offsetX >= ctrlLayer.x + 280 && event.offsetX <= ctrlLayer.x+330){
4.                 if(event.offsetY >= ctrlLayer.y+40 && event.offsetY <= ctrlLayer.y+100){
5.                         //对话
6.                         addTalk();
7.                 }
8.         }
9. }


在完善addTalk()方法的时候,首先准备好对话的内容


1. var talkScriptList = {
2.         "talk1":new Array(
3.                 {img:"m",name:"鸣人",msg:"我是木叶村的鸣人,你是谁?"},
4.                 {img:"n",name:"黑衣忍者甲",msg:"你就是鸣人?九尾还在你身体里吗?"}
5.                 ),
6.         "talk2":new Array(
7.                 {img:"n",name:"黑衣忍者乙",msg:"鸣人,听说忍者大战就要开始了。"},
8.                 {img:"m",name:"鸣人",msg:"真的吗?一定要想想办法啊。"}
9.                 )
10. };


talk1,talk2中talk后面的数字,代表人物的编号,其中每个对话单位的img为人物的头像,name为人物的名称,msg为对话的内容

添加对话时的做法是,当点击方形按钮后,判断小鸣人前方是否有人,如果有人,则将这个人物的编号取出来,再从上面的数组中获取相应的对话内容,然后,将相应的内容显示到游戏屏幕上,具体实现代码如下


1. //对话内容
2. var talkScript;
3. var talkScriptList = {
4.         "talk1":new Array(
5.                 {img:"m",name:"鸣人",msg:"我是木叶村的鸣人,你是谁?"},
6.                 {img:"n",name:"黑衣忍者甲",msg:"你就是鸣人?九尾还在你身体里吗?"}
7.                 ),
8.         "talk2":new Array(
9.                 {img:"n",name:"黑衣忍者乙",msg:"鸣人,听说忍者大战就要开始了。"},
10.                 {img:"m",name:"鸣人",msg:"真的吗?一定要想想办法啊。"}
11.                 )
12. };
13. //对话序号
14. var talkIndex = 0;
15. //对话中
16. var talking = false;
17. 

18. 

19. function addTalk(){
20.         //如果对话内容为空,则开始判断是否可以对话
21.         if(talkScript == null){
22.                 var key,tx = player.x,ty = player.y;
23.                 switch (player.direction){
24.                 case UP:
25.                         ty -= STEP;
26.                         break;
27.                 case LEFT:
28.                         tx -= STEP;
29.                         break;
30.                 case RIGHT:
31.                         tx += STEP;
32.                         break;
33.                 case DOWN:
34.                         ty += STEP;
35.                         break;
36.                 }
37.                 for(key in charaLayer.childList){
38.                         //判断前面又没有npc,有则开始对话
39.                         if(charaLayer.childList[key].x == tx && charaLayer.childList[key].y == ty){
40.                                 if(talkScriptList["talk"+charaLayer.childList[key].index]){
41.                                         talkScript = talkScriptList["talk"+charaLayer.childList[key].index];
42.                                         talkIndex = 0;
43.                                 }
44.                         }
45.                 }
46.                 //如果前方没有npc,则返回
47.                 if(talkScript == null)return;
48.         }
49.         //将对话层清空
50.         talkLayer.removeAllChild();
51.         //当对话开始,且按照顺序进行对话
52.         if(talkIndex < talkScript.length){
53.                 //得到对话内容
54.                 var talkObject = talkScript[talkIndex];
55.                 //对话背景
56.                 bitmapdata = new LBitmapData(imglist["talk"]);
57.                 bitmap = new LBitmap(bitmapdata);
58.                 bitmap.width = 330;
59.                 bitmap.height = 70;
60.                 bitmap.x = 100;
61.                 bitmap.y = 20;
62.                 bitmap.alpha = 0.7;
63.                 talkLayer.addChild(bitmap);
64.                 //对话头像
65.                 bitmapdata = new LBitmapData(imglist[talkObject.img]);
66.                 bitmap = new LBitmap(bitmapdata);
67.                 bitmap.x = 0;
68.                 bitmap.y = 0;
69.                 talkLayer.addChild(bitmap);
70.                 //对话人物名称
71.                 var name = new LTextField();
72.                 name.x = 110;
73.                 name.y = 30;
74.                 name.size = "14";
75.                 name.color = "#FFFFFF";
76.                 name.text = "[" + talkObject.name + "]";
77.                 talkLayer.addChild(name);
78.                 //对话内容
79.                 var msg = new LTextField();
80.                 msg.x = 110;
81.                 msg.y = 55;
82.                 msg.color = "#FFFFFF";
83.                 msg.text = talkObject.msg;
84.                 talkLayer.addChild(msg);
85.                 //对话内容逐字显示
86.                 msg.wind();
87.                 talkLayer.x = 20;
88.                 talkLayer.y = 50;
89.                 talkIndex++;
90.         }else{
91.                 //对话结束
92.                 talkScript = null;
93.         }
94. }


效果看下图


 




游戏演示地址


http://fsanguo.comoj.com/html5/rpg3/index.html


之前其他地方也稍微做了修改,具体修改请看源代码,此次更新源代码,下载地址如下


http://legend-demo.googlecode.com/files/rpg3.zip