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

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