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index3.html
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index3.html
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<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Hello World</title>
<style>* {padding: 0; margin: 0}</style>
</head>
<script src="pixi.js"></script>
<body>
<script type="text/javascript">
//Aliases 代码更简洁,防止Pixi API频繁变动
//
var Container = PIXI.Container,
autoDetectRenderer = PIXI.autoDetectRenderer,
loader = PIXI.loader,
resources = PIXI.loader.resources,
Sprite = PIXI.Sprite,
TextureCache = PIXI.utils.TextureCache;
var boom_center = [],
boom_coffin = [],
boom_end_b = [],
boom_end_l = [],
boom_end_r = [],
boom_end_t = [],
boom_middle_h = [],
boom_middle_v = [];
//Set the game's current state to 'play'
var state;
var stage = new Container(),
renderer = autoDetectRenderer(500, 500);
document.body.appendChild(renderer.view);
//renderer.resize(window.innerWidth, //window.innerHeight);
renderer.backgroundColor = 0x061239;
loader.add("img/Boom.json").on("progress", loadProgressHandler).load(setup);
function loadProgressHandler(loader, resource) {
//Display the file `url` currently being loaded
console.log("loading: " + resource.url);
//Display the percentage of files currently loaded
console.log("loading: " + loader.progress + "%");
}
function setup() {
var id = resources["img/Boom.json"].textures;
for(var i = 0; i < 12; i++) {
var frameId = "boom_center_";
var t = i + 1;
var index = ("000" + t).slice(-4) + ".png";
boom_center[i] = new Sprite(id[frameId + index]);
frameId = "boom_coffin_";
boom_coffin[i] = new Sprite(id[frameId + index]);
frameId = "boom_end_b_";
boom_end_b[i] = new Sprite(id[frameId + index]);
frameId = "boom_end_l_";
boom_end_l[i] = new Sprite(id[frameId + index]);
frameId = "boom_end_r_";
boom_end_r[i] = new Sprite(id[frameId + index]);
frameId = "boom_end_t_";
boom_end_t[i] = new Sprite(id[frameId + index]);
frameId = "boom_middle_h_";
boom_middle_h[i] = new Sprite(id[frameId + index]);
frameId = "boom_middle_v_";
boom_middle_v[i] = new Sprite(id[frameId + index]);
}
stage.addChild(boom_center[0]);
//Capture the keyboard arrow keys
var left = keyboard(37),
up = keyboard(38),
right = keyboard(39),
down = keyboard(40);
var boom = boom_center[0];
//Left arrow key `press` method
left.press = function() {
//Change the cat's velocity when the key is pressed
boom.vx = -5;
boom.vy = 0;
};
//Left arrow key `release` method
left.release = function() {
//If the left arrow has been released, and the right arrow isn't down,
//and the cat isn't moving vertically:
//Stop the cat
if (!right.isDown && boom.vy === 0) {
boom.vx = 0;
}
};
//Up
up.press = function() {
boom.vy = -5;
boom.vx = 0;
};
up.release = function() {
if (!down.isDown && boom.vx === 0) {
boom.vy = 0;
}
};
//Right
right.press = function() {
boom.vx = 5;
boom.vy = 0;
};
right.release = function() {
if (!left.isDown && boom.vy === 0) {
boom.vx = 0;
}
};
//Down
down.press = function() {
boom.vy = 5;
boom.vx = 0;
};
down.release = function() {
if (!up.isDown && boom.vx === 0) {
boom.vy = 0;
}
};
//console.log(boom_center[0].pivot);
boom.y = renderer.height/2 - boom.height/2;
//boom_center[0].pivot.set(0,0);
//boom_center[0].anchor.set(0.4,0.3);
boom.vx = 0;
boom.vy = 0;
//Set the game state
state = play;
//start game loop
gameLoop();
}
function gameLoop() {
//Loop this function at 60 frames per second
requestAnimationFrame(gameLoop);
//Update the current game state
state();
renderer.render(stage);
}
function play() {
boom_center[0].x += boom_center[0].vx;
boom_center[0].y += boom_center[0].vy;
}
function keyboard(keycode) {
var key = {};
key.code = keycode;
key.isDown = false;
key.isUp = true;
key.press = undefined;
key.release = undefined;
//the `downHandler`
key.downHandler = function(event) {
if (event.keyCode === key.code) {
if (key.isUp && key.press) key.press();
key.isDown = true;
key.isUp = false;
}
event.preventDefault();
};
//the `upHandler`
key.upHandler = function(event) {
if (event.keyCode === key.code) {
if (key.isDown && key.release) key.release();
key.isDown = false;
key.isUp = true;
}
event.preventDefault();
};
window.addEventListener("keydown", key.downHandler.bind(key), false);
window.addEventListener("keyup", key.upHandler.bind(key), false);
return key;
}
</script>
</body>
</html>