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HTML5超帅动画制作-LTweenLite的妙用
2020-11-27 15:12:20 责编:小采
文档
 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

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="http://lufylegend.com/js/lufylegend-1.8.0.simple.min.js"></script>
	<script type="text/javascript" src="http://lufylegend.com/js/lib/lufylegend.LoadingSample4-0.1.0.min.js"></script>
</head>
<body style="margin:0px 0px 0px 0px;">
	<p id="legend"></p>
<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);
	
	//right
	charaBitmap = 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"],7,469,45,239));
	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"],880,2,71,180));
	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,),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,),-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= 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

就不单独发源码文件了,我把所有代码都写进一个html文件了,大家直接鼠标右键查看页面源码吧

测试连接如下

http://lufylegend.com/demo/effects01/

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