本篇文章就给大家分享html5仿淘宝,京东实现红包雨效果的实例代码。有一定的参考价值,有需要的朋友可以参考一下,希望对你们有所帮助。
本红包雨项目是基于HTML5的游戏框架Phaser写的,最终形成的是一个canvas,所以性能很好,但是必须要说的是这个框架比较大,压缩后也有700K左右,所以请慎用.
代码地址: https://github.com/AmosXu/red-packet-rain
1. 效果展示
图片依次是倒计时页面,抢红包页面,拆红包页,红包展示页,这些页面都是写在一个canvas里面的,无刷新的切换效果,性能超级棒
2.代码展示
贴上主要的代码js代码和注释
//初始化图片
let imgjishi = 'assets/img/daojishi.png'
let bgPlan = 'assets/img/bg-plan.jpg'
let bgRainer = 'assets/img/bg-rainer.jpg'
let redpacket = 'assets/img/redpacket.png'
let close = 'assets/img/close.png'
let dialogExit = 'assets/img/dialog-exit.png'
let buttonCancel = 'assets/img/button-cancel.png'
let buttonExit = 'assets/img/button-exit.png'
let openRedpacket = 'assets/img/open-redpacket.png'
let open = 'assets/img/open.png'
let redpacketResult = 'assets/img/redpacket-result.png'
let buttonUseTicket = 'assets/img/button-use-ticket.png'
let buttonContinue = 'assets/img/button-continue.png'
let cursorAnimation = 'assets/img/cursor-animation.png'
let states = {}
let QingLvGroup;
let hitNum = 0;
let config = {
selfPool:40,
selfPic:'redpacket',
rate:0.5,
maxSpeed:1200,
minSpeed:400,
max:95
}
let ids = [0, 1, 2, 3, 4, 5]
let redpackets = ['全场优惠50元', '20元代金券', '全场优惠50元', '20元代金券', '全场优惠50元', '20元代金券']
let time = 25;
let getIds = []
let radio = document.documentElement.clientWidth/375;
let e;
function rfuc(n){
return n*radio;
}
//初始化红包
function QingLv(config, game){
this.init = function(){
this.config = config;
QingLvGroup = game.add.group();
QingLvGroup.enableBody = true;
QingLvGroup.createMultiple(config.selfPool, config.selfPic); //初始化多个红包
QingLvGroup.setAll('anchor.y',1)
QingLvGroup.setAll('outOfBoundsKill', true);
QingLvGroup.setAll('checkWorldBounds', true);
this.maxWidth = game.width + 300;
game.time.events.loop(Phaser.Timer.SECOND * config.rate, this.createQL, this);
};
this.createQL = function(){
e = QingLvGroup.getFirstExists(false);
if(e) {
if(hitNum >= config.max) {
return;
}
hitNum++;
e.events.onInputDown.removeAll();
var ram= Math.random();
ram =ram<0.5?ram+=0.5: ram;
e.loadTexture(this.config.selfPic)
e.alpha = 1;
e.angle = 30
// e.scale.setTo(rfuc(ram));
e.reset(game.rnd.integerInRange(100, this.maxWidth), 100) //红包生成的位置
e.body.velocity.x = game.rnd.integerInRange(-300, -150); //红包移动的速度
e.body.velocity.y = game.rnd.integerInRange(config.minSpeed, config.maxSpeed);
e.inputEnabled = true;
e.events.onInputDown.add(this.hitted, this)
}
};
this.hitted = function(sprite){
if(Math.random() < 1/4 && ids.length > 0) {
sprite.kill();
//点击获得红包,游戏暂停
game.paused = true;
//背景
let hexGraphics = new Phaser.Graphics().beginFill(0x000000, 0.5).drawRect(0,0,document.documentElement.clientWidth,document.documentElement.clientHeight + 2);
let pausedMask = game.add.sprite(0, 0, hexGraphics.generateTexture())
let openDialog = game.add.sprite(rfuc(62), rfuc(150), 'openRedpacket')
let open = game.add.sprite(rfuc(130), rfuc(300), 'open')
open.inputEnabled = true;
let result = game.add.sprite(rfuc(0), rfuc(120), 'redpacketResult')
result.visible = false
let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket')
userTicket.visible = false
let goOn = game.add.sprite(rfuc(198), rfuc(445), 'buttonContinue')
goOn.visible = false
let ticketText = {};
let link = ''
//拆红包
let clickOpen = function() {
//游戏暂停时,点击事件无效,只能通过这种画热点的形式来绑定事件
let openRect = new Phaser.Rectangle(rfuc(130), rfuc(315), 239, 239).copyFrom(open);
if (openRect.contains(game.input.x, game.input.y)) {
let currentWidth = open.width
//拆红包动画
let tempArr = [2, 4, 8, 4, 2, 1]
let index = 0;
let timer = setInterval(function() {
if (index > tempArr.length-1) { index = 0 }
open.width = currentWidth / tempArr[index]
open.height = open.height
open.left = game.world.centerX - open.width / 2
++index
}, 200)
game.input.onDown.remove(clickOpen, this);
let arrIndex = Math.floor(Math.random() * ids.length)
let redpacketId = ids.splice(arrIndex, 1)
getIds.push(redpacketId[0])
setTimeout(()=> {
timer && clearInterval(timer)
document.getElementById('audioOpen').play()
let text = redpackets[redpacketId[0]]
ticketText=game.add.text(0, rfuc(338),text,{fill:'#ffe67d',fontSize:'46px',fontWeight: 'bolder'})
ticketText.left = game.world.centerX - ticketText.width / 2 //文字相对于屏幕左右居中
openDialog.visible = false
open.visible = false
result.visible = true
userTicket.visible = true
goOn.visible = true
game.input.onDown.add(clickButton, this)
}, 1000)
}
};
let clickButton = function() {
let userTicketRect = new Phaser.Rectangle(rfuc(78), rfuc(445), 194, 66).copyFrom(userTicket);
let continueRect = new Phaser.Rectangle(rfuc(198), rfuc(445), 194, 66).copyFrom(goOn);
if (userTicketRect.contains(game.input.x, game.input.y)) {
window.location.replace(link)
game.input.onDown.remove(clickButton, this);
} else if (continueRect.contains(game.input.x, game.input.y)) {
result.visible = false
userTicket.visible = false
goOn.visible = false
pausedMask.visible = false
ticketText.visible = false
game.paused = false
game.input.onDown.remove(clickButton, this);
}
}
game.input.onDown.add(clickOpen, this)
} else {
sprite.inputEnabled = false;
var anim = sprite.animations.add(config.selfPic);
sprite.play(config.selfPic, 40, false);
anim.onComplete.add(this.fade, this, sprite)
}
};
this.fade = function(sprite){
var tween = game.add.tween(sprite).to({alpha:0}, 300, 'Linear', true)
tween.onComplete.add(this.killed, this, sprite);
};
this.killed = function(sprite){
sprite.kill();
}
}
states.boot = function(game) {
this.preload = function() {
if (typeof(GAME) !== "undefined") {
this.load.baseURL = GAME + "/";
}
if (!game.device.desktop) {
this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT;
this.scale.forcePortrait = true;
this.scale.refresh();
}
};
this.create = function() {
game.stage.backgroundColor = '#FFF';
game.state.start('preload');
};
};
states.preload = function(game) {
this.preload = function(game) {
//加载图片
game.load.spritesheet('daojishi', imgjishi, 250,120, 4)
game.load.image('bgPlan', bgPlan)
game.load.image('bgRainer', bgRainer)
game.load.spritesheet('redpacket', redpacket, 144, 173, 2)
game.load.image('close', close)
game.load.image('dialogExit', dialogExit)
game.load.image('buttonExit', buttonExit)
game.load.image('buttonCancel', buttonCancel)
game.load.image('openRedpacket', openRedpacket)
game.load.image('open', open)
game.load.image('redpacketResult', redpacketResult)
game.load.image('buttonContinue', buttonContinue)
game.load.image('buttonUseTicket', buttonUseTicket)
game.load.spritesheet('cursorAnimation', cursorAnimation, 74, 108, 2)
};
this.create = function() {
game.state.start('main');
};
};
states.main = function(game) {
this.create = function() {
// 物理系统
game.physics.startSystem(Phaser.Physics.ARCADE);
// 背景图
var bgPlan = game.add.sprite(0, 0, 'bgPlan');
bgPlan.width = game.width;
bgPlan.height = game.height;
var cursorPointer = game.add.sprite(game.world.centerX - 36, game.world.centerY + 86, 'cursorAnimation');
var anim = cursorPointer.animations.add('cursorAnimation');
cursorPointer.play('cursorAnimation', 2, true);
document.getElementById('audioCountDown').play()
// 开始游戏倒计时
var daojishi = game.add.sprite(game.world.centerX - 140, game.world.centerY - 400, 'daojishi');
var anim = daojishi.animations.add('daojishi');
daojishi.play('daojishi', 1, false);
anim.onComplete.add(this.startGame, this, daojishi);
};
this.startGame = function(daojishi){
this.leftTime = time
let bgRainer = game.add.sprite(0, 0, 'bgRainer');
bgRainer.width = game.width;
bgRainer.height = game.height;
daojishi.visible = false;
this.createQingLv();
//添加按钮,并绑定事件
let closeImg = game.add.button(rfuc(20), rfuc(20), 'close', function(){
game.paused = true
pausedMask.visible = true
exitDialog.visible = true
exitButton.visible = true
cancelButton.visible = true
game.input.onDown.add(buttonClick, this)
}.bind(this))
// 剩余时间
this.leftTimeText = game.add.text(0, 0, this.leftTime, {fill: '#FFF', fontSize: '40px', fontWeight: 'bolder'})
this.leftTimeText.scale.setTo(rfuc(1))
this.leftTimeText.fixedToCamera = true;
this.leftTimeText.cameraOffset.setTo(game.camera.width - rfuc(80), rfuc(20));
let hexGraphics = new Phaser.Graphics().beginFill(0x000000, 0.5).drawRect(0,0,document.documentElement.clientWidth,document.documentElement.clientHeight + 2);
let pausedMask = game.add.sprite(0, 0, hexGraphics.generateTexture())
pausedMask.visible = false;
let exitDialog = game.add.sprite(rfuc(62), rfuc(150), 'dialogExit')
exitDialog.visible = false;
let exitButton = game.add.button(rfuc(80), rfuc(315), 'buttonExit')
exitButton.visible = false;
let isExit = false
let cancelButton = game.add.button(rfuc(200), rfuc(315), 'buttonCancel')
cancelButton.visible = false;
game.time.events.repeat(Phaser.Timer.SECOND, this.leftTime, this.refreshTime, this)
let buttonClick = function() {
let cancelRect = new Phaser.Rectangle(rfuc(200), rfuc(315), 194, 66).copyFrom(cancelButton);
if (cancelRect.contains(game.input.x, game.input.y)) {
game.input.onDown.remove(buttonClick, this)
game.paused = false
pausedMask.visible = false
exitDialog.visible = false
exitButton.visible = false
cancelButton.visible = false
}
}
};
this.createQingLv = function(){
this.qinglv = new QingLv(config, game);
this.qinglv.init();
this.qinglv = new QingLv(config, game);
this.qinglv.init();
};
this.refreshTime = function(){
this.leftTime--;
var tem = this.leftTime;
this.leftTimeText.text = tem;
if(this.leftTime === 0) {
game.paused = true;
}
}
};
//生成游戏
let game = null
if (game == null) {
game = new Phaser.Game(document.documentElement.clientWidth, document.documentElement.clientHeight + 2, Phaser.AUTO, document.getElementById('gameScreen'));
game.state.add('boot', states.boot.bind(game));
game.state.add('preload', states.preload.bind(game));
game.state.add('main', states.main.bind(game));
game.state.start('boot');
}
3. 疑难问题
1. 游戏暂停时,点击事件无效,需要点击,怎么解决
答: 通过全局事件画热点的形式绑定事件,一定要记得移除事件,一定一定要记得
game.input.onDown.add(clickOpen, this) //给游戏绑定全局事件
let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket')
let userTicketRect = new Phaser.Rectangle(78, 445, 194, 66).copyFrom(userTicket); //获得button的区域
//如果点击的位置为button的位置就执行下一步
if (userTicketRect.contains(game.input.x, game.input.y)) {
//移除全局事件
game.input.onDown.remove(clickButton, this);
}
2. 文字或图片相对于屏幕居中(暂时只能做屏幕居中)
答: 添加文字到游戏中,文字向左的偏移量等于游戏屏幕的宽度减去文字宽度的一般,就能达到居中的效果
ticketText = game.add.text(0, rfuc(338), '我想居中',
{fill: '#ffe67d', fontSize: '46px', fontWeight: 'bolder'})
ticketText.left = game.world.centerX - ticketText.width / 2 //文字相对于屏幕左右居中
代码地址: https://github.com/AmosXu/red-packet-rain
总结:以上就是本篇文的全部内容,希望能对大家的学习有所帮助。更多相关教程请访问 HTML视频教程,Html5视频教程,bootstrap视频教程!
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云资源网 » html5仿淘宝,京东实现红包雨效果(代码实例)
2. 分享目的仅供大家学习和交流,您必须在下载后24小时内删除!
3. 不得使用于非法商业用途,不得违反国家法律。否则后果自负!
4. 本站提供的源码、模板、插件等等其他资源,都不包含技术服务请大家谅解!
5. 如有链接无法下载、失效或广告,请联系管理员处理!
6. 本站资源售价只是赞助,收取费用仅维持本站的日常运营所需!
7. 如遇到加密压缩包,请使用WINRAR解压,如遇到无法解压的请联系管理员!
8. 精力有限,不少源码未能详细测试(解密),不能分辨部分源码是病毒还是误报,所以没有进行任何修改,大家使用前请进行甄别
9.本站默认解压密码为:www.sudo1.com
本站提供的一切软件、教程和内容信息仅限用于学习和研究目的。
不得将上述内容用于商业或者非法用途,否则,一切后果请用户自负。
本站信息来自网络收集整理,版权争议与本站无关。您必须在下载后的24个小时之内,从您的电脑或手机中彻底删除上述内容。
如果您喜欢该程序和内容,请支持正版,购买注册,得到更好的正版服务。
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云资源网 » html5仿淘宝,京东实现红包雨效果(代码实例)
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