updated 游戏引擎动画函数优化
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game.js
47
game.js
@ -2,6 +2,33 @@
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/*
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/*
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* 小型游戏引擎
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* 小型游戏引擎
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*/
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*/
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//动画处理
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(function() {
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var lastTime = 0;
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var vendors = ['webkit', 'moz'];
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for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
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window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
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window.cancelAnimationFrame =
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window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
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}
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if (!window.requestAnimationFrame){
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window.requestAnimationFrame = function(callback, element) {
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var currTime = new Date().getTime();
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var timeToCall = Math.max(0, 16 - (currTime - lastTime));
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var id = window.setTimeout(function() { callback(currTime + timeToCall); },
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timeToCall);
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lastTime = currTime + timeToCall;
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return id;
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};
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}
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if (!window.cancelAnimationFrame){
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window.cancelAnimationFrame = function(id) {
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clearTimeout(id);
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};
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}
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}());
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function Game(id,params){
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function Game(id,params){
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var _ = this;
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var _ = this;
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params = params||{};
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params = params||{};
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@ -22,7 +49,7 @@ function Game(id,params){
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var _context = $canvas.getContext('2d'); //画布上下文环境
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var _context = $canvas.getContext('2d'); //画布上下文环境
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var _stages = []; //布景对象队列
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var _stages = []; //布景对象队列
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var _events = {}; //事件集合
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var _events = {}; //事件集合
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var _index=0, //当前布景索引
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var _index=0, //当前布景索引
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_hander; //帧动画控制
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_hander; //帧动画控制
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//活动对象构造
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//活动对象构造
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var Item = function(params){
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var Item = function(params){
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@ -67,7 +94,7 @@ function Game(id,params){
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}
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}
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}
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}
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});
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});
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e.preventDefault();
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e.preventDefault();
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});
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});
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}
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}
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_events[eventType]['s'+this.stage.index+'i'+this.index] = callback.bind(this); //绑定作用域
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_events[eventType]['s'+this.stage.index+'i'+this.index] = callback.bind(this); //绑定作用域
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@ -77,7 +104,7 @@ function Game(id,params){
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this._params = params||{};
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this._params = params||{};
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this._settings = {
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this._settings = {
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x:0, //地图起点坐标
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x:0, //地图起点坐标
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y:0,
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y:0,
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size:20, //地图单元的宽度
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size:20, //地图单元的宽度
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data:[], //地图数据
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data:[], //地图数据
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stage:null, //布景
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stage:null, //布景
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@ -270,15 +297,15 @@ function Game(id,params){
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if(_events[eventType][key]){
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if(_events[eventType][key]){
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_events[eventType][key](e);
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_events[eventType][key](e);
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}
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}
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e.preventDefault();
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e.preventDefault();
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});
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});
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}
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}
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_events[eventType]['s'+this.index] = callback.bind(this); //绑定事件作用域
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_events[eventType]['s'+this.index] = callback.bind(this); //绑定事件作用域
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};
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};
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//动画开始
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//动画开始
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this.start = function() {
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this.start = function() {
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var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||window.mozRequestAnimationFrame ||window.msRequestAnimationFrame;
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// var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||window.mozRequestAnimationFrame ||window.msRequestAnimationFrame;
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var f = 0; //帧数计算
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var f = 0; //帧数计算
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var fn = function(){
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var fn = function(){
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var stage = _stages[_index];
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var stage = _stages[_index];
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_context.clearRect(0,0,_.width,_.height); //清除画布
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_context.clearRect(0,0,_.width,_.height); //清除画布
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@ -292,9 +319,9 @@ function Game(id,params){
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map.update();
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map.update();
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map.draw(_context);
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map.draw(_context);
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});
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});
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}
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}
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if(stage.items.length){
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if(stage.items.length){
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stage.items.forEach(function(item){
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stage.items.forEach(function(item){
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if(!(f%item.frames)){
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if(!(f%item.frames)){
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item.times = f/item.frames; //计数器
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item.times = f/item.frames; //计数器
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}
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}
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@ -317,7 +344,7 @@ function Game(id,params){
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};
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};
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//动画结束
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//动画结束
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this.stop = function(){
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this.stop = function(){
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var cancelAnimationFrame = window.cancelAnimationFrame || window.webkitCancelAnimationFrame||window.mozCancelAnimationFrame ||window.msCancelAnimationFrame;
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// var cancelAnimationFrame = window.cancelAnimationFrame || window.webkitCancelAnimationFrame||window.mozCancelAnimationFrame ||window.msCancelAnimationFrame;
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_hander&&cancelAnimationFrame(_hander);
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_hander&&cancelAnimationFrame(_hander);
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};
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};
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//事件坐标
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//事件坐标
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@ -358,4 +385,4 @@ function Game(id,params){
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_index = 0;
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_index = 0;
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this.start();
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this.start();
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};
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};
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}
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}
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