Quintus是一款易於上手、輕量級、開源的HTML5 JavaScript遊戲引擎,包含一個模塊化的引擎可輕鬆開發遊戲,並在同一個頁面上運行多個實例,支持桌面及移動平臺瀏覽器。Quintus引用面向對象的思想來進行HTML5遊戲開發,同時依賴於jQuery來提供事件處理機制和元素選取操作。
一打開官網就有一個demoGame,左邊是代碼,修改後立即能看效果。下面還有針對這個代碼的簡單介紹,下面來粗略地說一下
先總體說一下,quintus提供的遊戲元素主要有Quintus(引擎),Stage(舞臺),Scene(場景),Sprite(精靈)。代碼的結構可以這樣:加載引擎,創建精靈和場景這些遊戲內容,加載資源(資源加載完畢就進入遊戲的第一個場景)。
開頭的工作:
把庫文件導入,本地或cdn獲取都行,2000多行的代碼。你還可以根據需要導入庫模塊。
<!-- Pull the engine from the Quintus CDN or load it locally -->
<!-- (use quintus-all.min.js for production) -->
<script src='http://cdn.html5quintus.com/v0.2.0/quintus-all.js'></script>
開始遊戲的代碼了,這裏是引擎的加載。創建引擎的實例,然後加載需要的模塊,往html頁面中添加canvas元素,添加默認的控制(鍵盤和按鈕),添加觸屏。這裏還提到一個頁面可以創建多個引擎實例,也就是說你一個頁面可以運行多個遊戲。很酷。
// Now set up your game (most games will load a separate .js file)
var Q = Quintus() // Create a new engine instance
.include("Sprites, Scenes, Input, 2D, Touch, UI") // Load any needed modules
.setup() // Add a canvas element onto the page
.controls() // Add in default controls (keyboard, buttons)
.touch(); // Add in touch support (for the UI)
創建精靈:
quintus混合支持了面向對象,基於事件以及基於組件機制。允許創建一個典型的繼承而來的模型同時支持添加可重用的組件。(這是編程模式,面向對象的繼承,基於組件各有千秋,quintus讓開發者兼得魚與熊掌)
// You can create a sub-class by extending the Q.Sprite class to create Q.Player(繼承引擎的Sprite來創建自定義的Player)
Q.Sprite.extend("Player",{
// the init constructor is called on creation
init: function(p) {
// You can call the parent's constructor with this._super(..)
this._super(p, {
sheet: "player", // Setting a sprite sheet sets sprite width and height
x: 410, // You can also set additional properties that can(在這裏設置繼承自父類的屬性吧)
y: 90 // be overridden on object creation
});
// Add in pre-made components to get up and running quickly(基於組件的方式)
this.add('2d, platformerControls');
// Write event handlers to respond hook into behaviors.(事件處理)
// hit.sprite is called everytime the player collides with a sprite
this.on("hit.sprite",function(collision) {
// Check the collision, if it's the Tower, you win!
if(collision.obj.isA("Tower")) {
// Stage the endGame scene above the current stage
Q.stageScene("endGame",1, { label: "You Won!" });
// Remove the player to prevent them from moving
this.destroy();
}
});
}
});
// Sprites can be simple, the Tower sprite just sets a custom sprite sheet
Q.Sprite.extend("Tower", {
init: function(p) {
this._super(p, { sheet: 'tower' });
}
});
// Create the Enemy class to add in some baddies
Q.Sprite.extend("Enemy",{
init: function(p) {
this._super(p, { sheet: 'enemy', vx: 100 });
// Enemies use the Bounce AI to change direction
// whenver they run into something.
this.add('2d, aiBounce');
// Listen for a sprite collision, if it's the player,
// end the game unless the enemy is hit on top
this.on("bump.left,bump.right,bump.bottom",function(collision) {
if(collision.obj.isA("Player")) {
Q.stageScene("endGame",1, { label: "You Died" });
collision.obj.destroy();
}
});
// If the enemy gets hit on the top, destroy it
// and give the user a "hop"
this.on("bump.top",function(collision) {
if(collision.obj.isA("Player")) {
this.destroy();
collision.obj.p.vy = -300;//這裏是讓玩家向上自動彈跳,馬里奧踩烏龜的效果知道吧
}
});
}
});
設置場景
quintus可以讓你輕易創建可重用的場景。通過加載它們到舞臺中可以切換場景。在棧結構上來看,舞臺在每個場景的頂層。(姑且理解爲舞臺管理各個場景吧,quintus一個引擎實例默認提供一個舞臺實例。有經驗的遊戲開發者對這方面不難理解,很簡單的,在這裏還沒有說生命週期這些較複雜的東西)
<span style="font-family:Helvetica, Tahoma, Arial, sans-serif;">// Create a new scene called level 1
Q.scene("level1",function(stage) {
// Add in a tile layer, and make it the collision layer
stage.collisionLayer(new Q.TileLayer({
dataAsset: 'level.json',
sheet: 'tiles' }));
// Create the player and add him to the stage
var player = stage.insert(new Q.Player());
// Give the stage a moveable viewport and tell it
// to follow the player.
stage.add("viewport").follow(player);
// Add in a couple of enemies
stage.insert(new Q.Enemy({ x: 700, y: 0 }));
stage.insert(new Q.Enemy({ x: 800, y: 0 }));
// Finally add in the tower goal
stage.insert(new Q.Tower({ x: 180, y: 50 }));
});
// To display a game over / game won popup box,
// create a endGame scene that takes in a `label` option
// to control the displayed message.
Q.scene('endGame',function(stage) {
var container = stage.insert(new Q.UI.Container({
x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
}));
var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
label: "Play Again" }))
var label = container.insert(new Q.UI.Text({x:10, y: -10 - button.p.h,
label: stage.options.label }));//stage.options.label是切換該場景時傳入的
// When the button is clicked, clear all the stages
// and restart the game.
button.on("click",function() {
Q.clearStages();
Q.stageScene('level1');
});
// Expand the container to visibily fit it's contents(佈局的設置,影響面板外圍的大小)
container.fit(20);
});</span>
加載和運行:
quintus提供了加載資源的簡單方式。舞臺調用場景以開始遊戲的運行。
// Q.load can be called at any time to load additional assets
// assets that are already loaded will be skipped(除了在遊戲開始,可以隨時調用的Q.load也能加載後期需要的資源,對於加載過的資源會忽///略)
Q.load("sprites.png, sprites.json, level.json, tiles.png",
// The callback will be triggered when everything is loaded(下面的函數是在資源加載完畢後調用的)
function() {
// Sprites sheets can be created manually
Q.sheet("tiles","tiles.png", { tilew: 32, tileh: 32 });
// Or from a .json asset that defines sprite locations(compoleSheets是集合了很多圖片的,用過texturePacker的自然知道)
Q.compileSheets("sprites.png","sprites.json");
// Finally, call stageScene to run the game
Q.stageScene("level1");
});
以上就是看了quintus主頁後寫的,很喜歡主頁的設計,提供一個隨改隨測的demo讓開發者先體驗體驗,真正的Let's start。你們可以去試試,說不定就選中quintus了。