游戲的趣味性在與各種關(guān)卡和難度,游戲的難度如上臺階,具有層層遞進(jìn)的性質(zhì)。本節(jié)我們?yōu)樘辗烙螒蛟黾雨P(guān)卡功能,讓游戲的難度由低到高,每一關(guān)我們稱作一個沖擊波,前面的沖擊波,外星人的數(shù)量比較少,下落速度也相對較慢,等到后面的沖擊波時,外星人的數(shù)量會越來越多,速度和攻擊力越來越大,于是游戲的難度也逐漸變大。
當(dāng)完成本節(jié)代碼后,我們會得到如下效果,在每一輪沖擊波開始時,界面會出現(xiàn)如下信號:
當(dāng)游戲進(jìn)行到后幾輪沖擊波時,外星人數(shù)量和種類越來越多,戰(zhàn)況越來越激烈:
我們看看代碼的實現(xiàn),在gamescenecomponent.vue中添加新的數(shù)據(jù)結(jié)構(gòu):
export default {
data () {
return {
....
// change 1
waves: {}
}
},
methods: {
init () {
....
// change 2
this.initWaves()
this.startWave()
...
},
// change 3
initWaves () {
console.log('begin init wave')
this.waves.nextWave = 0
this.waves.isActive = false
// 定義一輪沖擊波中外星人從天而降的次序
this.waves.enemySummonOrder = ['EnemyDummy', 'Enemy1', 'Enemy2', 'Enemy3', 'Boss', 'Boss2']
console.log('init wave data')
this.waves.data = [
// 第一輪沖擊波
{'EnemyDummy': 1, frequency: 10},
// 第二輪沖擊波
{'EnemyDummy': 8, 'Enemy1': 5, 'Enemy2': 5, 'Boss': 2, frequency: 150},
// 第三輪沖擊波
{'EnemyDummy': 1, 'Enemy1': 1, 'Enemy2': 1, 'Enemy3': 1, 'Boss': 1, 'Boss2': 30, frequency: 50}
]
console.log('init wave sprite')
this.nextWaveSprite = new this.assetsLib.WaveCleared()
this.stage.addChild(this.nextWaveSprite)
this.nextWaveSprite.x = 999
},
// change4 啟動一輪外星人攻擊的沖擊波
startWave () {
this.energies = 120
this.waves.currentWave = this.waves.data[this.waves.nextWave]
this.waves.isActive = true
this.waves.enemiesSummoned = 0
},
// change 5
wavesCleared () {
this.waves.nextWave += 1
if (this.waves.nextWave >= this.waves.data.length) {
this.waves.nextWave = this.waves.data.length - 1
}
},
}
上面代碼定義了外星人攻擊沖擊波的數(shù)據(jù)結(jié)構(gòu),其中定義了每一輪攻擊過程中,外星人的種類和數(shù)量,在每一輪沖擊波啟動前,頁面會出現(xiàn)“wave cleared"的字體顯示特效,startWave啟動新一輪沖擊波流程,wavesCleared在沖擊波結(jié)束后,負(fù)責(zé)清理頁面和各種數(shù)據(jù)結(jié)構(gòu)。接下來我們實現(xiàn)沖擊波流程的動態(tài)效果:
// change 6
waveTick () {
if (!this.waves.isActive) {
return
}
if (this.cjs.Ticker.getTicks() % this.waves.currentWave.frequency === 0) {
// 依次把不同種類的外星人召喚出來
var accumunateTargetCount = 0
for (var i = 0, len = this.waves.enemySummonOrder.length; i < len; i++) {
var enemyType = this.waves.enemySummonOrder[i]
// 獲得外星人個數(shù)
var targetCount = this.waves.currentWave[enemyType] || 0
accumunateTargetCount += targetCount
if (this.waves.enemiesSummoned < accumunateTargetCount) {
break
}
}
if (this.waves.enemiesSummoned >= accumunateTargetCount) {
this.waves.isActive = false
} else {
this.addEnemy(enemyType)
this.waves.enemiesSummoned += 1
}
}
},
tick () {
....
// change 9
this.wavesSpan.textContent = this.waves.nextWave + 1
this.boardTick()
// change 7
this.waveTick()
if (!this.waves.isActive && this.areEnemiesCleared()) {
this.boardLayer.isAddingBuilding = false
this.removeAllBuildings()
this.removeAllBullets()
this.wavesCleared()
// 顯示字體動畫
this.cjs.Tween.get(this.nextWaveSprite).to({x: this.canvas.width / 2, y: this.canvas.height / 2, alpha: 0}).to({alpha: 1.0}, 300).wait(1000).to({alpha: 0}, 300).to({x: 999})
this.startWave()
}
},
// change 8
removeAllBuildings () {
for (var i = 0; i < this.boardLayer.cols; i++) {
for (var j = 0; j < this.boardLayer.rows; j++) {
this.removeBuilding(this.boardLayer.buildingMap[i][j])
}
}
this.satelliteList = []
this.castleList = []
},
areEnemiesCleared () {
return this.enemyList.length === 0
},
removeAllBullets () {
this.bulletList.length = 0
this.effectLayer.removeAllChildren()
},
waveTick函數(shù)用于在沖擊波進(jìn)行的過程中不斷的更新頁面。每一輪沖擊波有哪些種類的外星人已經(jīng)外星人數(shù)量是多少,都是由wave.data中定義的數(shù)據(jù)決定的。waveTick的作用是把wave.data中定義的外星人種類和數(shù)量加載到頁面上,然后刷新頁面,實現(xiàn)頁面動態(tài)效果。waveTick是在時鐘函數(shù)tick中被調(diào)用的,在tick函數(shù)中,一旦判斷到一輪沖擊波結(jié)束時,他們把"wave cleared"的字體特效顯示到頁面上,就如開頭圖片展示的那樣。removeAllBuildings和removeAllBullets負(fù)責(zé)在一輪沖擊波結(jié)束時,將頁面上的建筑物和飛翔的子彈清除掉。最后我們從資源庫中將不停種類的外星人資源加載到瀏覽器里,并在合適的時候?qū)⑺麄兠枥L在頁面上:
// change 9
enemy1 () {
console.log('enemy1')
var enemy1 = this.enemy()
enemy1.addChild(new this.assetsLib.Enemy1())
enemy1.attackSpeed = 50
enemy1.speed = enemy1.originalSpeed
enemy1.name = 'enemy1'
return enemy1
},
enemy2 () {
console.log('enemy2')
var enemy2 = this.enemy()
enemy2.addChild(new this.assetsLib.Enemy2())
enemy2.originalSpeed = 1.0
enemy2.attackSpeed = 40
enemy2.hp = 8
enemy2.deceleration = 0.008
enemy2.speed = enemy2.originalSpeed
enemy2.name = 'enemy2'
return enemy2
},
boss2 () {
var bossEnemy = this.enemy()
bossEnemy.addChild(new this.assetsLib.Boss2())
bossEnemy.originalSpeed = 0.2
bossEnemy.deceleration = 0.002
bossEnemy.hp = 300
bossEnemy.attackSpeed = 50
bossEnemy.name = 'boss'
return bossEnemy
},
enemy3 () {
console.log('enemy3')
var enemy3 = this.enemy()
enemy3.addChild(new this.assetsLib.Enemy3())
enemy3.originalSpeed = 3.0
enemy3.attackSpeed = 10
enemy3.hp = 8
enemy3.deceleration = 0.002
enemy3.speed = enemy3.originalSpeed
enemy3.name = 'enemy3'
return enemy3
},
完成上面代碼后,我們就可以看到如開頭第二幅圖那樣的,五花八門的外星人從天而降,我們在底部架起各種炮臺和建筑打擊外星人,整幅畫面具有星球大戰(zhàn)般的絢麗感。
更詳細(xì)的講解和代碼調(diào)試演示過程,請點擊鏈接
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