本文实例讲述了HTML5游戏引擎LTweenLite实现的超帅动画效果。分享给大家供大家参考,具体如下:
lufylegend.js是一个开源的HTML5游戏引擎,在游戏中往往会有各种的动画,这些动画有些是flash文件,有些是视频文件,本次就来利用lufylegend制作一个帅气的游戏动画,如下图。

测试连接如下:
http://lufylegend.com/demo/effects01/
一、准备工作准备工作当然就是引擎的下载了。
lufylegend.js引擎官网
http://lufylegend.com/lufylegend
lufylegend.js引擎在线API文档链接
http://lufylegend.com/lufylegend/api
二、制作过程要做动画,一般是要用到时间轴,在lufylegend.js引擎中时间轴事件用法如下
复制代码 代码如下:layer.addEventListener(LEvent.ENTER_FRAME, onframe);
比如我们让一个对象A不断的向右移动,我们可一这么做
layer.addEventListener(LEvent.ENTER_FRAME, onframe);function onframe(event){A.x += 1;}时间轴是游戏和动画的制作中最常用的方法,但是本次制作动画,采用另一种做法,就是LTweenLite。
LTweenLite是lufylegend.js引擎中的缓动类,在动画制作过程中非常的有用,甚至比一般的时间轴事件更为方便,在接下来的开发,所有的动画都是通过LTweenLite缓动类类实现的。
1. 当然,要先准备HTML
<!DOCTYPE html><html lang="en"><head><meta charset="utf-8" /><title>effects01</title><script type="text/javascript" src="js/lufylegend-1.8.0.simple.min.js"></script><script type="text/javascript" src="js/lufylegend.LoadingSample4-0.1.0.min.js"></script></head><body style="margin:0px 0px 0px 0px;"><div id="legend"></div><script></script></body></html>
2. 接着引擎初期化,还有图片读取
var imgData = [{name:"background",path:"background.jpg"},{name:"background_ad",path:"background_ad.jpg"},{name:"card01",path:"card01.png"},{name:"card02",path:"card02.png"},{name:"card03",path:"card03.png"},{name:"card04",path:"card04.png"},{name:"card05",path:"card05.png"},{name:"effects",path:"effects.png"},{name:"stable_assets",path:"stable_assets.png"}];var dataList;var loadingLayer,charaLayer,stageLayer;var warshipDown,playerText,enemyText,windowUp,title,big_vs,background,swords,swords02;if(LGlobal.canTouch){LGlobal.stageScale = LStageScaleMode.EXACT_FIT;LSystem.screen(LStage.FULL_SCREEN);}init(20,"legend",320,410,main);function main(){loadingLayer = new LoadingSample4();addChild(loadingLayer);/**读取图片*/LLoadManage.load(imgData,function(progress){loadingLayer.setProgress(progress);},gameInit);}上面代码,当使用手机浏览的时候,会设定界面为全屏。
3. 建立一个自动闪烁的背景
/** * 背景 * */function BackGround(bg01,bg02){var self = this;base(self,LSprite,[]);self.bitmapBG01 = new LBitmap(new LBitmapData(bg01));self.addChild(self.bitmapBG01);self.bitmapBG02 = new LBitmap(new LBitmapData(bg02));self.addChild(self.bitmapBG02);self.run();}/** * 让背景类的两个图片中的上层图片,不断的交替显示和隐藏状态,以达到明暗交替闪烁的效果 * */BackGround.prototype.run = function(){var self = this;var tween = LTweenLite.to(self.bitmapBG02,0.5,{alpha:0,ease:Bounce.easeIn}).to(self.bitmapBG02,0.5,{alpha:1,ease:Bounce.easeIn,onComplete:function(){self.run();}});}上面代码,用到了lufylegend.js引擎1.8.0版本的新功能,连续缓动,并且当缓动结束之后,再调用本身的run函数,从而实现了循环。
4. 一艘不断发射炮弹的战舰
/** * 战舰 * */function Warship(shipData,shotData){var self = this;base(self,LSprite,[]);self.bitmapShip = new LBitmap(shipData);self.addChild(self.bitmapShip);self.bitmapShot = new LBitmap(shotData);self.bitmapShot.x = -10;self.bitmapShot.y = self.bitmapShip.y + 123;self.addChild(self.bitmapShot);self.bitmapShot.rotate = -75;self.bitmapShot.alpha = 0;self.bitmapShot02 = new LBitmap(shotData);self.bitmapShot02.scaleX = self.bitmapShot02.scaleY = 0.7;self.bitmapShot02.x = 65;self.bitmapShot02.y = self.bitmapShip.y + 220;self.addChild(self.bitmapShot02);self.bitmapShot02.rotate = -80;self.bitmapShot02.alpha = 0;self.run();self.shot();}/** * 让战舰上下浮动 * */Warship.prototype.run = function(){var self = this;LTweenLite.to(self.bitmapShip,1,{y:5,ease:Quad.easeInOut}).to(self.bitmapShip,1,{y:0,ease:Quad.easeInOut,onComplete:function(){self.run();}});}/** * 让战舰开火发炮 * */Warship.prototype.shot = function(){var self = this;LTweenLite.to(self.bitmapShot,0.1,{delay:1.5,alpha:1,ease:Quad.easeInOut,onUpdate:function(obj){obj.y = obj.parent.bitmapShip.y + 123;}}).to(self.bitmapShot,0.1,{alpha:0,ease:Quad.easeInOut}).to(self.bitmapShot02,0.1,{delay:0.5,alpha:1,ease:Quad.easeInOut,onUpdate:function(obj){obj.y = obj.parent.bitmapShip.y + 220;}}).to(self.bitmapShot02,0.1,{alpha:0,ease:Quad.easeInOut,onComplete:function(){self.shot();}});}上面代码,利用了同样的方法实现了循环。
5. 一个闪烁的标题
/** * 标题 * */function Title(bitmapData){var self = this;base(self,LSprite,[]);self.bitmap = new MiddleBitmap(bitmapData);self.bitmap.scaleX = self.bitmap.scaleY = 0.5;self.addChild(self.bitmap);self.run();}/** * 通过改变标题的透明状态,让标题明暗交替闪烁 * */Title.prototype.run = function(){var self = this;LTweenLite.to(self.bitmap,1,{alpha:0.4,ease:Quad.easeInOut}).to(self.bitmap,1,{alpha:1,ease:Quad.easeInOut,onComplete:function(obj){obj.parent.run();}});}上面代码,通过不断的改变图片的透明度,实现了标题的闪烁显示。
6. 可以翻转显示图片的宝剑类
/** * 剑,通过参数scale的直,来设定剑的图片是否翻转 * */function Swords(bitmapData,scale){var self = this;base(self,LSprite,[]);self.bitmapSwords = new LBitmap(bitmapData);self.bitmapSwords.x = -self.bitmapSwords.getWidth()*0.5;self.bitmapSwords.y = -self.bitmapSwords.getHeight()*0.5;if(scale == -1){self.bitmapSwords.scaleY = scale;self.bitmapSwords.y += self.bitmapSwords.getHeight();}self.addChild(self.bitmapSwords);}7. 将图片移动到顶点的对象。将子对象LBitmap的中心移动到该对象的原点的话,好处就是无论对象伸缩还是旋转,对象显示的位置不会发生变化了。
/** * 将LBitmap对象的中心放到一个对象的原点,并返回这个对象 * */function MiddleBitmap(bitmapData){var self = this;base(self,LSprite,[]);self.bitmapTitle = new LBitmap(bitmapData);self.bitmapTitle.x = -self.bitmapTitle.getWidth()*0.5;self.bitmapTitle.y = -self.bitmapTitle.getHeight()*0.5;self.addChild(self.bitmapTitle);}8. 一个特效类
/** * 特效类,特效图片加入后,特效显示完毕之后自动消失 * */function Effect(index){var self = this;base(self,LSprite,[]);var bitmapData;switch(index){case 0:bitmapData = new LBitmapData(dataList["effects"],99,45,116,96);break;case 1:bitmapData = new LBitmapData(dataList["effects"],102,278,110,88);break;case 2:bitmapData = new LBitmapData(dataList["effects"],357,85,122,127);break;case 3:bitmapData = new LBitmapData(dataList["effects"],346,357,108,99);break;case 4:bitmapData = new LBitmapData(dataList["effects"],246,918,57,62);break;}self.item = new MiddleBitmap(bitmapData);self.item.scaleX = self.item.scaleY = 0.1;self.addChild(self.item);LTweenLite.to(self.item,0.1,{scaleX:2,scaleY:2,ease:Quad.easeInOut}).to(self.item,0.2,{scaleX:3,scaleY:3,alpha:0,ease:Quad.easeInOut,onComplete:function(obj){var eff = obj.parent;eff.parent.removeChild(eff);}});}上面的特效类,当特效对象添加到画面上后,会逐渐自动消失。
9. 添加人物到画面上
/** * 添加人物图片到界面里 * */function setChara(){charaLayer = new LSprite();stageLayer.addChild(charaLayer);var charaBitmap,sy = 220;var charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card01"]));charaBitmap.scale = 0.4;charaBitmap.x = 110;charaBitmap.ty = 50;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card02"]));charaBitmap.scale = 0.45;charaBitmap.x = 85;charaBitmap.ty = 90;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card03"]));charaBitmap.scale = 0.55;charaBitmap.x = 70;charaBitmap.ty = 140;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card04"]));charaBitmap.scale = 0.65;charaBitmap.x = 75;charaBitmap.ty = 215;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card05"]));charaBitmap.scale = 0.75;charaBitmap.x = 85;charaBitmap.ty = 280;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);//rightcharaBitmap = new MiddleBitmap(new LBitmapData(dataList["card05"]));charaBitmap.scale = 0.4;charaBitmap.x = 215;charaBitmap.ty = 50;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card04"]));charaBitmap.scale = 0.45;charaBitmap.x = 240;charaBitmap.ty = 90;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card01"]));charaBitmap.scale = 0.55;charaBitmap.x = 260;charaBitmap.ty = 140;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card03"]));charaBitmap.scale = 0.65;charaBitmap.x = 260;charaBitmap.ty = 215;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);charaBitmap = new MiddleBitmap(new LBitmapData(dataList["card02"]));charaBitmap.scale = 0.75;charaBitmap.x = 242;charaBitmap.ty = 280;charaBitmap.y = sy;charaBitmap.alpha = 0;charaLayer.addChild(charaBitmap);}向左右两边各添加五个人物,并且设定好他么最终要显示到画面上的目标位置和目标大小。
用下面的函数,可以添加一个特效
function addEff(index,x,y){var eff = new Effect(index);eff.x = x;eff.y = y;stageLayer.addChild(eff);}10. 下面先将所有的对象添加到画面上,一开始暂时不用显示的对象,将它的visible属性设置成false;
/** * 将所有对象和图片都添加到界面上 * */function addItem(){backLayer = new LSprite();stageLayer.addChild(backLayer);backLayer.scaleX = backLayer.scaleY = 2;background = new BackGround(dataList["background"],dataList["background_ad"]);background.x = -60;background.y = -50;backLayer.addChild(background);var warship = new Warship(new LBitmapData(dataList["stable_assets"],0,0,409,480),new LBitmapData(dataList["stable_assets"],754,0,270,250));warship.scaleX = warship.scaleY = 0.8;backLayer.addChild(warship);setChara();warshipDown = new LSprite();warshipDown.y = LGlobal.height;stageLayer.addChild(warshipDown);var warship02 = new LBitmap(new LBitmapData(dataList["stable_assets"],0,505,720,310));warship02.scaleX = warship02.scaleY = 0.5;warship02.x = (LGlobal.width - warship02.getWidth())*0.5;warshipDown.addChild(warship02);var small_vs = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],726,502,120,120));small_vs.scaleX = small_vs.scaleY = 0.6;small_vs.x = LGlobal.width*0.5;small_vs.y = LGlobal.height - 355;warshipDown.addChild(small_vs);playerText = new LTextField();playerText.color = "red";playerText.text = "player";playerText.x = (LGlobal.width*0.5 - playerText.getWidth())*0.5;playerText.y = 30;warshipDown.addChild(playerText);enemyText = new LTextField();enemyText.color = "red";enemyText.text = "enemy";enemyText.x = LGlobal.width*0.5 + (LGlobal.width*0.5 - enemyText.getWidth())*0.5;enemyText.y = 30;warshipDown.addChild(enemyText);windowUp = new LSprite();windowUp.y = -50;stageLayer.addChild(windowUp);var title_battle = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],897,469,45,239));title_battle.rotate = -90;title_battle.scaleX = title_battle.scaleY = 0.55;title_battle.x = LGlobal.width*0.5;title_battle.y = 10;windowUp.addChild(title_battle);var chain = new LBitmap(new LBitmapData(dataList["stable_assets"],880,264,71,180));chain.rotate = -90;chain.scaleX = chain.scaleY = 0.5;windowUp.addChild(chain);var chain01 = new LBitmap(new LBitmapData(dataList["stable_assets"],851,740,100,173));chain01.rotate = -90;chain01.scaleX = chain01.scaleY = 0.6;chain01.x = 240;windowUp.addChild(chain01);title = new Title(new LBitmapData(dataList["stable_assets"],415,425,405,80));title.x = LGlobal.width*0.5;title.y = 290;title.alpha = 0;title.visible = false;stageLayer.addChild(title);big_vs = new MiddleBitmap(new LBitmapData(dataList["stable_assets"],420,5,340,330));big_vs.rotate = -90;big_vs.x = LGlobal.width*0.5;big_vs.y = 170;big_vs.alpha = 0;big_vs.visible = false;stageLayer.addChild(big_vs);swords = new Swords(new LBitmapData(dataList["stable_assets"],405,335,454,89),1);swords.x = LGlobal.width*0.5;swords.y = LGlobal.height*0.5 - 60;swords.rotate = -135;swords.scaleX = swords.scaleY = 0.8;swords.visible = false;stageLayer.addChild(swords);swords02 = new Swords(new LBitmapData(dataList["stable_assets"],405,335,454,89),-1);swords02.x = LGlobal.width*0.5;swords02.y = LGlobal.height*0.5 - 60;swords02.rotate = -45;swords02.scaleX = swords02.scaleY = 0.8;swords02.visible = false;stageLayer.addChild(swords02);}11. 利用缓动功能,实现动画。
先看第一个动画
/* * 第一个动画开始播放 * */function animation01Start(event){if(event){stageLayer.die();stageLayer.removeAllChild();}/*添加所有对象*/addItem();/*所有人物开始缓动*/var charaList = charaLayer.childList,chara,delayValue,duration;for(var i=0,l=charaList.length;i<l i="" chara="charaList[i];" y="220;" scalex="chara.scaleY" 2="" delayvalue="0.1*i;" if="">= 5){delayValue = 0.1*(i - 5);}duration = 1 - delayValue;chara.y = 220;LTweenLite.to(chara,duration,{delay:delayValue,alpha:1,scaleX:chara.scale,scaleY:chara.scale,ease:Strong.easeOut}).to(chara,1,{y:chara.ty,ease:Strong.easeOut});}/*背景缓动,变大左移上移→变小右移下移*/LTweenLite.to(backLayer,1,{scaleX:1.3,scaleY:1.3,x:-100,y:-50,ease:Strong.easeOut}).to(backLayer,1,{scaleX:1,scaleY:1,x:0,y:0,ease:Strong.easeOut});/*下面窗口缓动,延时→上移→标题可显示+VS可显示*/LTweenLite.to(warshipDown,0.5,{delay:1.5,y:320,ease:Elastic.easeOut,onComplete:function(){title.visible = big_vs.visible = true;}});/*上面窗口缓动,延时→下移*/LTweenLite.to(windowUp,0.5,{delay:1.5,y:0,ease:Elastic.easeOut});/*上面窗口缓动,延时→不透明*/LTweenLite.to(title,0.2,{delay:1.5,alpha:1,ease:Elastic.easeOut});/*VS标题缓动,延时→不透明缩小→缩小→添加特效并且进入第二个动画初始化*/LTweenLite.to(big_vs,0.5,{delay:1.5,alpha:1,scaleX:1,scaleY:1,ease:Elastic.easeOut}).to(big_vs,1,{scaleX:0.45,scaleY:0.45,ease:Elastic.easeOut,onComplete:function(){addEff(1,big_vs.x,big_vs.y);addEff(1,big_vs.x,big_vs.y);/*所有缓动后,动画2开始准备*/animation02Init();}});}第二个动画
/* * 第二个动画开始播放 * */function animation02Start(event){stageLayer.removeEventListener(LMouseEvent.MOUSE_UP, animation02Start);/*VS缓动,变大变透明→然后消失*/LTweenLite.to(big_vs,1,{scaleX:2,scaleY:2,alpha:0,ease:Elastic.easeIn,onComplete:function(){big_vs.parent.removeChild(big_vs);}});/*背景缓动,变大→变大→变小*/LTweenLite.to(backLayer,2,{delay:1,scaleX:1.2,scaleY:1.2,x:-100,y:-50,ease:Sine.easeInOut}).to(backLayer,1,{scaleX:1.5,scaleY:1.5,ease:Sine.easeInOut}).to(backLayer,0.5,{scaleX:1,scaleY:1,x:0,y:0,ease:Sine.easeInOut});/*下面窗口缓动,下移→上移*/LTweenLite.to(warshipDown,0.5,{delay:0.5,y:LGlobal.height,ease:Strong.easeOut}).to(warshipDown,0.5,{delay:3,y:320,ease:Strong.easeOut});/*上面窗口缓动,上移→下移*/LTweenLite.to(windowUp,0.5,{delay:0.5,y:-50,ease:Strong.easeOut}).to(windowUp,0.5,{delay:3,y:0,ease:Strong.easeOut});/*标题缓动,无效果→不显示+人物缓动开始→显示*/LTweenLite.to(title,0.5,{delay:0.5,ease:Strong.easeOut,onComplete:function(obj){obj.visible = false;charaBattle();}}).to(title,0.5,{delay:3,ease:Strong.easeOut,onComplete:function(obj){obj.visible = true;}});/*宝剑变为可显示,且坐标设定在画面之外*/swords.visible = true;swords02.visible = true;swords.x = -200;swords02.x = LGlobal.width + 200;var wait = 4;/*左边宝剑缓动,向右移动屏幕中间*/LTweenLite.to(swords,0.5,{delay:wait,x:LGlobal.width*0.5,ease:Elastic.easeOut});/*右边宝剑缓动,向左移动屏幕中间*/LTweenLite.to(swords02,0.5,{delay:wait,x:LGlobal.width*0.5,ease:Elastic.easeOut});/*stageLayer缓动,无效果延时,结束后添加特效并且进入第一个动画初始化*/LTweenLite.to(stageLayer,0.2,{delay:wait,onComplete:function(){addEff(Math.random()*5 >> 0,LGlobal.width*0.5,LGlobal.height*0.4);addEff(Math.random()*5 >> 0,LGlobal.width*0.5,LGlobal.height*0.4);addEff(Math.random()*5 >> 0,LGlobal.width*0.5,LGlobal.height*0.4);animation01Init();}});}12. 最后是,两个动画结束后要添加点击事件,点击屏幕让两个动画可以相互切换
/* * 点击画面后,第一个动画开始播放 * */function animation01Init(){stageLayer.addEventListener(LMouseEvent.MOUSE_UP, animation01Start);}/* * 点击画面后,第二个动画开始播放 * */function animation02Init(){stageLayer.addEventListener(LMouseEvent.MOUSE_UP, animation02Start);}完成了,以上是所有代码。欢迎大家一起交流
三、源码完整实例代码点击此处本站下载。
希望本文所述对大家JavaScript程序设计有所帮助。