关于pixi.js:使用pixijs制作简单的跑酷小游戏

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前言

此我的项目应用 pixi.js 和 vue 实现,局部素材来自爱给网,本我的项目仅作用于 pixi.js 学习用处,侵权立删。

我的项目地址

shellingfordly/pixi-games

demo 地址

pixi-games

初始化我的项目

应用 vite 初始化我的项目

pnpm create vite my-vue-app

装置 pixi.js 和 pixi-tweener

pixi-tweener 一个做适度动画的开源库

pnpm i pixi.js pixi-tweener

次要逻辑

useParkour

此函数用于创立 pixi app,将场景,障碍物,人物增加到 app 中

  • containerRef canvas 的容器
  • gameStart 开始游戏
  • start 开始状态
  • score 分数
  • hp 血量
export function useParkour() {const containerRef = ref();
  const app = new Application({
    width: BODY_HEIGHT,
    height: BODY_WIDTH,
    backgroundColor: 0xffffff,
  });
  const start = ref(false);

  Tweener.init(app.ticker);

  const container = new Container();
  app.stage.addChild(container);

  const player = new Player();
  const {scene, runScene, stopScene} = useScene();
  const {trap, runHurdle, score, hp} = useHurdle();
  container.addChild(player);
  container.addChild(scene);
  container.addChild(trap);
  container.sortChildren();

  runScene();

  function gameStart() {
    start.value = true;
    player.play();
    const timer = setTimeout(() => {runHurdle(player);
      clearTimeout(timer);
    }, 1000);
  }

  watch(hp, (value) => {if (value === 0) {player.stop();
      stopScene();
      start.value = false;
    }
  });

  onMounted(() => {if (containerRef.value) containerRef.value.appendChild(app.view);
  });

  return {containerRef, app, score, hp, gameStart, start};
}

useScene

此函数用于创立天空、高空场景

加载天空、高空纹理,创立平铺精灵 (TilingSprite),这个 TilingSprite 类比拟不便做场景的挪动

创立 ticker 递加精灵的 x 坐标实现场景挪动

export function useScene() {const loader = new Loader();
  const scene = new Container();
  scene.height = 130;
  scene.zIndex = 1;
  const ticker = new Ticker();

  loader
    .add("footer", FooterImg)
    .add("sky", SkyImg)
    .load(() => {
      const footer = new TilingSprite(
        loader.resources.footer.texture as Texture,
        BODY_HEIGHT,
        130
      );
      footer.y = BODY_WIDTH - 130;
      footer.zIndex = 2;

      const sky = new TilingSprite(
        loader.resources.sky.texture as Texture,
        BODY_HEIGHT,
        BODY_WIDTH - 80
      );
      sky.tileScale.y = 0.6;
      sky.zIndex = 1;
      sky.y = -30;

      scene.addChild(footer);
      scene.addChild(sky);
      scene.sortChildren();

      const sceneTicker = () => {
        footer.tilePosition.x -= 3;
        sky.tilePosition.x -= 3;
      };

      ticker.add(sceneTicker);
    });

  function runScene() {ticker.start();
  }

  function stopScene() {ticker.stop();
  }

  return {scene, runScene, stopScene};
}

useHurdle

此函数用于创立障碍物

和创立场景其实差不多,只是障碍物是一般的精灵类 (Sprite),创立 ticker 挪动其 x

在挪动时做和人物的碰撞检测,如果碰撞则缩小生命值,如果没有则减少分数

export function useHurdle() {const loader = new Loader();
  const trap = new Container();
  const ticker = new Ticker();
  const textures: Texture[] = [];
  let player: Sprite | null = null;
  const hp = ref(100);
  const score = ref(0);
  let timer: NodeJS.Timer;

  trap.zIndex = 3;

  loader.add("trap", TrapImg).load((_, resources) => {TrapTexturePosition.forEach((position) => {
      const t = new Texture(
        resources.trap.texture as any,
        new Rectangle(...position)
      );
      textures.push(t);
    });
  });

  loader.load(() => {timer = setInterval(() => {const index = Math.floor(Math.random() * 2) + 1;
      const item = new Sprite(textures[index]);
      item.width = 80;
      item.height = 40;
      item.x = BODY_HEIGHT;
      item.y = BODY_WIDTH - 120;
      trap.addChild(item);
      let scoreFlag = true;
      let hpFlag = true;
      let isHit = false;

      function itemTicker() {
        item.x -= 8;

        if (player && !isHit) {isHit = hitTestRectangle(player, item);
          if (hpFlag && isHit) {
            hp.value -= 10;
            hpFlag = false;
            if (hp.value === 0) stopGame();} else if (scoreFlag && item.x < player.x) {
            score.value++;
            scoreFlag = false;
          }
        }

        if (item.x < -item.width) {ticker.remove(itemTicker);
          trap.removeChild(item);
        }
      }

      ticker.add(itemTicker);
    }, 2000);
  });

  function runHurdle(target: Sprite) {
    player = target;
    ticker.start();}

  function stopGame() {timer && clearInterval(timer);
    ticker.stop();}

  return {trap, runHurdle, score, hp};
}

Player

玩家类:实现跑动、上跳、滑铲、入场的成果

通过变换 Sprite 的 texture 实现跑动成果,监听键盘事件,上键时减 y,下键时更换滑铲纹理

export class Player extends Sprite {
  defaultY = BODY_WIDTH - 160;
  textures: Texture[] = [];
  status: "run" | "jump" | "slide" = "run";
  ticker = new Ticker();

  constructor() {super();
    this.width = 80;
    this.height = 80;
    this.x = -120;
    this.y = this.defaultY;
    this.zIndex = 10;
    this.loader();
    this.watchEvent();}

  private loader() {const loader = new Loader();
    loader.add("player", PlayerImg).load((_, resources) => {PlayerTexturePosition.forEach((position, i) => {
        const texture = new Texture(
          resources.player.texture as any,
          new Rectangle(...position)
        );
        this.textures.push(texture);
      });
    });
  }

  private watchEvent() {document.addEventListener("keydown", this.keydown);
    document.addEventListener("keyup", this.keyup);
  }

  private clearEvent() {document.removeEventListener("keyup", this.keydown);
    document.removeEventListener("keydown", this.keyup);
  }

  private keydown = (e: any) => {if (e.code === "ArrowUp") {
      this.status = "jump";
      if (this.y === this.defaultY) {
        Tweener.add({ target: this, duration: 0.3, ease: Easing.easeInOutQuint},
          {y: this.y - 120}
        );
      }
    } else if (e.code === "ArrowDown") {
      this.status = "slide";
      this.texture = this.textures[10];
    }
  };

  private keyup = () => {this.status = "run";};

  stop() {this.ticker.stop();
    this.clearEvent();}

  play() {
    this.ticker.autoStart = true;
    const runTicker = () => {this.down();
      this.entrance();
      if (this.status === "run") this.run();
      else if (this.status === "jump") this.jump();};
    this.ticker.add(runTicker);
  }

  // 跑
  run() {this.texture = this.textures[Math.floor(Date.now() / 100) % 8];
  }

  jump() {this.texture = this.textures[(Math.floor(Date.now() / 100) % 5) + 11];
  }

  // 着落
  down() {if (this.y < this.defaultY) {
      this.status = "jump";
      this.y += 5;
    } else {if (this.status === "jump") {this.status = "run";}
    }
  }

  // 入场
  entrance() {if (this.x < 120) this.x += 5;
  }
}

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