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