这里实现了Html5版的音乐游戏核心玩法

游戏的制作借鉴了,很多经典的音乐游戏玩法通过简单代码音乐的节奏与操作结合

可以通过手机进行游戏,准确点击下落时的目标,进行得分。

点击试玩

游戏内的下落数据通过手打记录的,可能有些偏差哈。

实现功能

1、Html中加入了声音控制功能

2、根据音乐节奏,准确提示敲击提示

3、判断点击时机节奏的准确性

4、手打进行音频乐谱数据的记录可以实现多个关卡的制作

游戏内的下落数据是通过手打记录的,可能有些偏差哈。)         

源码地址pro.youyu001.com

制作思路

1、游戏分为四条下落的区间通过帧频动画实现效果

2、点击时,进行下落的图片位置判断计算得分,并加以提示

3、游戏中的每条下落的道是按照对象方式定义可以添加或减少,进行难度控制(这个还没实现哈)。

4、游戏采用手机触屏方式进行游玩。

5、游戏中的乐谱踩点,是跟着游戏先完一遍手敲的,记录游戏运行的帧频数据,进行游戏节奏的控制

更多扩展的思路

可以通过这个思路,可以扩展出(太鼓达人、旋律天国)等等音乐游戏作品的制作。

如果还有更好的思路或对游戏开发感兴趣

可以在评论区出留言,一起探讨

代码说明

这里给出一些关键代码的说明

1、音频掉落数据数组,根据帧频计算掉落的数据

var musicArray = [{"fps":180,"button":2},{"fps":221,"button":3},{"fps":332,"button":2},{"fps":373,"button":4},
					 {"fps":423,"button":3},{"fps":442,"button":3},{"fps":479,"button":2},{"fps":518,"button":3},
					 {"fps":626,"button":4},{"fps":652,"button":3},{"fps":671,"button":2},{"fps":707,"button":3},
					 {"fps":728,"button":4}];

2、每条音频通道对象,包括显示、掉落物品控制得分判断

function Button(){	
		//背景
		this.bjt = new PIXI.Sprite.fromImage("res/lianxi/music/bjt"+imgNumber+".png");
		gameObjectCeng.addChild(this.bjt);
		this.bjt.anchor.set(0.5,1);
		this.bjt.x = buttonX;
		this.bjt.y = 800;
		this.bjt.visible = false;
		//按钮
		this.button =new PIXI.Sprite.fromImage("res/lianxi/music/anniu"+imgNumber+".png");
		uiCeng.addChild(this.button);
		this.button.anchor.set(0.5,0.5);
		this.button.y = 754;
		this.button.x = this.bjt.x;
		this.type = imgNumber;
		//线
		this.line = new PIXI.Sprite.fromImage("res/lianxi/music/xian.png");
		lineCeng.addChild(this.line);
		this.line.anchor.set(0.5,0);
		this.line.x = this.bjt.x;
		//点击位置中心
		this.kong = new PIXI.Sprite.fromImage("res/lianxi/music/kong.png");
		lineCeng.addChild(this.kong);
		this.kong.anchor.set(0.5,0.5);
		this.kong.x = this.bjt.x;
		this.kong.y =600;
		
		this.button.interactive = true;	
		this.animalArray = [];
		this.createAnimal = function(){
		//调用创建动物对象
			var animal =new Animal(this.type,this.button.x);
			animalCeng.addChild(animal.animal);
			this.animalArray.push(animal);
			
		};
		//动物对象进行移动
		this.animalMove = function(){
	
			for(var i = 0; i < this.animalArray.length; i++){
				var animal = this.animalArray[i];
				animal.move();
			}
		};
		//删除动物
		this.show = true;
		this.deleteAnimal = function(){
			for(var i = this.animalArray.length-1; i >=0; i--){
				var animal = this.animalArray[i];
				if(this.kong.y + 46 < animal.animal.y &amp;&amp; this.show == true){
					this.scoreAction("miss");
					this.show = false;
				}
				if(animal.animal.y>800){
				this.show = true;
					animalCeng.removeChild(animal.animal);
					this.animalArray.splice(i,1);
				}
				
			}
		};
		var soft = this;
		var num = 1;
		//鼠标按下
		this.button.on("mousedown",function(){
		  soft.buttonClick();
		});
		//鼠标抬起
		this.button.on("mouseup",function(){
			soft.bjt.visible = false;
		});
		
		this.button.on("click",function(){
			//var str = {"zp":zp,"button":soft.type};
			//musicArray.push(str);
			//console.log(JSON.stringify(musicArray));
			
		});
		//移动端点
		this.button.on("touchstart",function(){
			soft.buttonClick();
		});
		//移动端抬起
		this.button.on("touchend",function(){
			soft.bjt.visible = false;
		});
		//点击事件
		this.buttonClick = function(){
			soft.bjt.visible = true;
			
			for(var i = 0;i < soft.animalArray.length;i++){
				if(soft.kong.y - 10 < soft.animalArray[i].animal.y  &amp;&amp; soft.kong.y + 10 > soft.animalArray[i].animal.y){
					score += 10;
				    scoreTxt.text = score;
					animalCeng.removeChild(soft.animalArray[i].animal);
					soft.animalArray.splice(i,1);
					this.scoreAction("perfect");
					
				}else if(soft.kong.y - 20 < soft.animalArray[i].animal.y  &amp;&amp; soft.kong.y + 20 > soft.animalArray[i].animal.y){
					score += 5;
				    scoreTxt.text = score;
					animalCeng.removeChild(soft.animalArray[i].animal);
					soft.animalArray.splice(i,1);
					this.scoreAction("good");
				}else if(soft.kong.y - 30 < soft.animalArray[i].animal.y  &amp;&amp; soft.kong.y + 30 > soft.animalArray[i].animal.y){
					score += 1;
				    scoreTxt.text = score;
					animalCeng.removeChild(soft.animalArray[i].animal);
					soft.animalArray.splice(i,1);
					this.scoreAction("bad");
				}
				//soft.bjt.visible = false;
			}
		};
		//键盘点击事件
		this.keyDown = function() {
			soft.bjt.visible = true;
			for(var i = 0;i<soft.animalArray.length;i++){
				if(soft.kong.y - 30 < soft.animalArray[i].animal.y  &amp;&amp; soft.kong.y + 30 > soft.animalArray[i].animal.y){
					score ++;
				    scoreTxt.text = score;
					animalCeng.removeChild(soft.animalArray[i].animal);
					soft.animalArray.splice(i,1);
				}
				//soft.bjt.visible = false;
			}
			// var str = {"zp":zp,"button":soft.type};
			// musicArray.push(str);
			// console.log(JSON.stringify(musicArray));
		};

		this.keyUp = function() {
			soft.bjt.visible = false;
		};
		//记录点击之后结果
		this.scoreArray = [];
		this.scoreAction = function(name){
			var score = new PIXI.Sprite.fromImage("res/lianxi/music/"+name+".png");
			gameObjectCeng.addChild(score);
			score.y = 540;
			score.x = this.bjt.x;
			score.anchor.set(0.5,0.5);
			score.alpha = 1;
			this.scoreArray.push(score);
		};
		//成绩效果图移动
		this.scoreMove = function(){
			for(var i = 0; i < this.scoreArray.length; i++){
				var score = this.scoreArray[i];
				score.alpha -= 0.01;
				score.y -= 2;
			}
			for(var i = this.scoreArray.length - 1; i >= 0; i--){
				var score =this.scoreArray[i];
				if(score.y <= 400){
					gameObjectCeng.removeChild(score);
					this.scoreArray.splice(i,1);
				}
			}
		};
	}

3、下落图片对象控制下落的速度及显示样式

	function Animal(type,animalX){
		var number=Math.floor(Math.random()*5+1);
		if(type == 1){
			this.animal = new PIXI.Sprite.fromImage("res/lianxi/music/blue/lan" + number + ".png");
		}
		if(type == 2){
			this.animal = new PIXI.Sprite.fromImage("res/lianxi/music/green/lv" + number + ".png");
		}
		if(type == 3){
			this.animal = new PIXI.Sprite.fromImage("res/lianxi/music/red/hong" + number + ".png");
		}
		if(type == 4){
			this.animal = new PIXI.Sprite.fromImage("res/lianxi/music/yellow/huang" + number + ".png");
		}
		this.animal.anchor.set(0.5,0.5);
		this.animal.x = animalX;
		this.animal.y = 0;
		//动物对象移动
		this.move = function(){
			this.animal.y += 3.33;
		}
		
	}

4、音频控制这里封装了Html网页通过Js对音频文件播放控制

	function SoundManager() {
		var audioObj = {};
		var cacheNum = 3;//预留声音最小个数

		//添加声音
		this.addAudio = function(name, url) {
			var audio = new Audio();
			//audio.autoplay = true;
			audio.src = url;
			audio.load();
			//audio.pause();
			audio.preload="auto";
			document.body.appendChild(audio);

			var audioArr = audioObj[name];
			if(audioArr == null) {
				audioArr = [];
			}
			audioArr.push(audio);
			audioObj[name] = audioArr;
			if(audioArr.length < cacheNum) {
				//自动添加该音色
				this.addAudio(name, audio.src);
			}
		}
		
		//播放声音
		this.play = function(name, loop = false) {
			var audioArr = audioObj[name];
			var audio = null;
			if(audioArr.length > 0) {
				audio = audioArr[0];
				audioArr.splice(0, 1);
				if(loop == true) {
					audio.loop = true;
				}
				audio.play();
				audio.onended = function() {
					//console.log(audio + "音频播放完成" + audio.src);
					audioArr.push(audio);
				};
				if(audioArr.length < cacheNum) {
					//console.log("缓存数量不够了!");
					//自动添加该音色
					this.addAudio(name, audio.src);
				}
			} else {
				//console.log("没有该声音的缓存");
			}
			return audio;
		}
	
	}
	var soundManager = null;
	SoundManager.getInstance = function() {
		if(soundManager == null) {
			soundManager = new SoundManager();
		}
		return soundManager;
	}
	
	SoundManager.getInstance().addAudio("bgm", "res/lianxi/music/tkzc.mp3");

原文地址:https://blog.csdn.net/fujian87232/article/details/130015100

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任

如若转载,请注明出处:http://www.7code.cn/show_24556.html

如若内容造成侵权/违法违规/事实不符,请联系代码007邮箱suwngjj01@126.com进行投诉反馈,一经查实,立即删除

发表回复

您的邮箱地址不会被公开。 必填项已用 * 标注