资讯

精准传达 • 有效沟通

从品牌网站建设到网络营销策划,从策略到执行的一站式服务

html5仿淘宝,京东实现红包雨效果的方法-创新互联

html5仿淘宝,京东实现红包雨效果的方法?这个问题可能是我们日常学习或工作经常见到的。希望通过这个问题能让你收获颇深。下面是小编给大家带来的参考内容,让我们一起来看看吧!

创新互联是一家专业提供岳阳楼企业网站建设,专注与网站制作、成都做网站H5场景定制、小程序制作等业务。10年已为岳阳楼众多企业、政府机构等服务。创新互联专业网络公司优惠进行中。1. 效果展示html5仿淘宝,京东实现红包雨效果的方法 html5仿淘宝,京东实现红包雨效果的方法 html5仿淘宝,京东实现红包雨效果的方法 html5仿淘宝,京东实现红包雨效果的方法

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

感谢各位的阅读!看完上述内容,你们对html5仿淘宝,京东实现红包雨效果的方法大概了解了吗?希望文章内容对大家有所帮助。如果想了解更多相关文章内容,欢迎关注创新互联网站制作公司行业资讯频道。


网页题目:html5仿淘宝,京东实现红包雨效果的方法-创新互联
网页URL:http://cdkjz.cn/article/doisog.html
多年建站经验

多一份参考,总有益处

联系快上网,免费获得专属《策划方案》及报价

咨询相关问题或预约面谈,可以通过以下方式与我们联系

大客户专线   成都:13518219792   座机:028-86922220