Web应用课中期项目-拳皇
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import { AcGameObject } from "../ac_game_object/base.js";
export class Player extends AcGameObject {
constructor(root, info) {
super();
this.root = root;
this.id = info.id; // 人物id
this.x = info.x; // 人物坐标
this.y = info.y;
this.width = info.width; // 人物大小
this.height = info.height;
this.color = info.color; // 人物颜色
this.vx = 0; // 横纵方向的移动速度
this.vy = 0;
this.speedx = 400; // 水平速度初始速度
this.speedy = -1000; // 跳起的初始速度
this.gravity = 50; // 重力加速度
this.ctx = this.root.gamemap.ctx; // 获取canvas对象
this.direction = 1; // 1:向右 -1:向左
// 0:idle 1:向前 2:向后 3:跳跃 4:攻击 5:被打 6: 死亡
this.status = 3; // 人物当前状态(总共七种状态)
this.press_keys = this.root.gamemap.controller.press_keys; // 用户按下的所有键值
this.animations = new Map(); // 每个动作动画的配置
this.current_frame_cnt = 0; // 当前加载了多少帧
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this.hp = 100; // 初始血量为100
this.$hp = this.root.$kof.find(`.kof-head-hp-${this.id}>div`); // 控制血槽
this.$hp_div = this.$hp.find('div');
this.damage = 20;
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}
start() {
}
update_controll() {
let w, a, d, space;
// 两个用户使用不同的按键
if (this.id === 0) {
w = this.press_keys.has('w'); // 跳
a = this.press_keys.has('a'); // 左移
d = this.press_keys.has('d'); // 右移
space = this.press_keys.has(' '); // 停
} else {
w = this.press_keys.has('ArrowUp');
a = this.press_keys.has('ArrowLeft');
d = this.press_keys.has('ArrowRight');
space = this.press_keys.has('Enter');
}
// 0表示静止 1表示移动 3表示跳跃
if (this.status === 0 || this.status === 1) {
if (space) { // 攻击状态
this.status = 4;
this.vx = 0;
this.current_frame_cnt = 0;
}
else if (w) { // 如果按的是跳
if (d) {
this.vx = this.speedx;
} else if (a) {
this.vx = -this.speedx;
} else {
this.vx = 0;
}
this.vy = this.speedy;
this.status = 3;
this.current_frame_cnt = 0;
} else if (d) {
this.vx = this.speedx;
this.status = 1;
} else if (a) {
this.vx = -this.speedx;
this.status = 1;
} else {
this.vx = 0;
this.status = 0;
}
}
}
update_direction() { // 保证两个人物是对称的
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if (this.status === 6) return; //如果人物已经gg,不再修改方向
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let players = this.root.players;
if (players[0] && players[1]) {
let me = this, you = players[1 - this.id];
if (me.x < you.x) me.direction = 1; // 向右
else me.direction = -1; // 向左
}
}
update_move() {
this.vy += this.gravity;
// 改变x,y轴坐标
this.x += this.vx * this.time_delta / 1000;
this.y += this.vy * this.time_delta / 1000;
if (this.y > 300) {
this.y = 300;
if (this.status === 3) this.status = 0;
}
if (this.x < 0) {
this.x = 0;
} else if (this.x + this.width > this.root.gamemap.$canvas.width()) {
this.x = this.root.gamemap.$canvas.width() - this.width;
}
}
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// 是否攻击到对方
is_collision(r1, r2) {
if (Math.max(r1.x1, r2.x1) > Math.min(r1.x2, r2.x2)) {
return false;
}
if (Math.max(r1.y1, r2.y1) > Math.min(r1.y2, r2.y2)) {
return false;
}
return true;
}
// 是否被攻击
is_attack() {
if (this.status === 6) return; //如果人物已经gg,不再受到攻击
this.status = 5;
this.current_frame_cnt = 0;
this.hp = Math.max(this.hp - this.damage, 0);
this.$hp_div.animate({
width: this.$hp.parent().width() * this.hp / 100
},300);
this.$hp.animate({
width: this.$hp.parent().width() * this.hp / 100
},600);
this.$hp_div.html(`${this.hp}`);
if (this.hp <= this.damage) {
this.$hp_div.css({"background-color":"red"});
}
if (this.hp === 0) {
this.status = 6; // gg
this.current_frame_cnt = 0;
this.vx = 0; // 被ko之后速度为0
}
}
update_attack() {
if (this.status === 4 && this.current_frame_cnt === 17) {
let me = this, you = this.root.players[1 - this.id];
let r1; // 自己的攻击矩形
if (me.direction > 0) {
r1 = {
x1: me.x + 120,
y1: me.y + 40,
x2: me.x + 120 + 105,
y2: me.y + 40 + 20,
}
} else {
r1 = {
x1: me.x - 105,
y1: me.y + 40,
x2: me.x - 105 + 105,
y2: me.y + 40 + 20,
}
}
// 对手的人物矩形
let r2 = {
x1: you.x,
y1: you.y,
x2: you.x + you.width,
y2: you.y + you.height,
}
if (this.is_collision(r1, r2)) {
you.is_attack(); // 成功攻击到对方
}
}
}
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update() {
this.update_controll();
this.update_move();
this.update_direction();
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this.update_attack();
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this.render();
}
render() {
// this.ctx.fillStyle = this.color; // 画布的颜色
// this.ctx.fillRect(this.x, this.y, this.width, this.height); // 画人物
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// this.ctx.fillStyle = "blue";
// this.ctx.fillRect(this.x,this.y,this.width,this.height);
// if (this.direction > 0) {
// this.ctx.fillStyle = "red";
// this.ctx.fillRect(this.x + 120,this.y + 40,105,20);
// }else {
// this.ctx.fillStyle = "green";
// this.ctx.fillRect(this.x - 105,this.y + 40,105,20);
// }
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let status = this.status;
if (this.status === 1 && this.direction * this.vx < 0) status = 2;
// 根据状态获取动画
let obj = this.animations.get(status);
if (obj && obj.loaded) {
if (this.direction > 0) {
let k = parseInt(this.current_frame_cnt / obj.frame_rate) % obj.frame_cnt; // 每5帧刷新一次
let image = obj.gif.frames[k].image; // 渲染第k张图片
this.ctx.drawImage(image, this.x, this.y + obj.offset_y, image.width * obj.scale, image.height * obj.scale);
} else {
this.ctx.save();
this.ctx.scale(-1, 1);
this.ctx.translate(-this.root.gamemap.$canvas.width(), 0);
let k = parseInt(this.current_frame_cnt / obj.frame_rate) % obj.frame_cnt; // 每5帧刷新一次
let image = obj.gif.frames[k].image; // 渲染第k张图片
this.ctx.drawImage(image, this.root.gamemap.$canvas.width() - this.x - this.width, this.y + obj.offset_y, image.width * obj.scale, image.height * obj.scale);
this.ctx.restore();
}
}
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if (status === 4 || status === 5 || status === 6) { // 动画演示完结束
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if (this.current_frame_cnt === obj.frame_rate * (obj.frame_cnt - 1)) {
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if (status === 6) {
this.current_frame_cnt--;
}
else this.status = 0;
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}
}
this.current_frame_cnt++;
}
}