javascript - 制作JS游戏,在代码中添加其他对象的地方
问题描述
我有一个游戏概念,并使用 w3 学校在画布底部构建了移动游戏块的基本代码。不过,我想制作一款与 W3 游戏计划不同的游戏。我不是在实际编写代码时寻求帮助,而是在我的代码中添加其他变量/对象的位置寻求帮助。这是我当前的代码。
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<style>
canvas {
border: 5px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
function startGame() {
myGamePiece = new component(30, 30, "black", 350, 445);
myGameArea.start();
}
var myGameArea = {
canvas: document.createElement("canvas"),
start: function() {
this.canvas.width = 700;
this.canvas.height = 480;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function(e) {
myGameArea.key = e.keyCode;
})
window.addEventListener('keyup', function(e) {
myGameArea.key = false;
})
},
clear: function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y) {
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.newPos = function() {
this.x += this.speedX;
this.y += this.speedY;
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
if (myGameArea.key && myGameArea.key == 37) {
myGamePiece.speedX = -1;
}
if (myGameArea.key && myGameArea.key == 39) {
myGamePiece.speedX = 1;
}
myGamePiece.newPos();
myGamePiece.update();
}
</script>
</body>
</html>
任何帮助将不胜感激,谢谢。
对于任何感兴趣的人,我的计划是让不同的物体从顶部落下,当你抓住它们时,每个物体都会对你的播放器或背景/音乐产生不同的影响。
解决方案
在该代码上添加其他对象,您需要在两个地方插入代码:
- function startGame
这是初始化所有对象变量的地方 - 函数 updateGameArea
这里是对象实际被绘制到画布中的位置
所以让我们跳到一个例子:
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<style>
canvas {
border: 5px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
function startGame() {
dots = []
for (i = 0; i < 45; i++) {
a = i*8 * Math.PI / 180
dots.push(new component(2, 2, "red", Math.sin(a)*45 + 80, Math.cos(a)*35 + 60))
}
myGamePiece = new component(30, 30, "black", 350, 125);
myGameArea.start();
}
var myGameArea = {
canvas: document.createElement("canvas"),
start: function() {
this.canvas.width = 600;
this.canvas.height = 160;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function(e) {
myGameArea.key = e.keyCode;
});
window.addEventListener('keyup', function(e) {
myGameArea.key = false;
});
},
clear: function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y) {
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.newPos = function() {
this.x += this.speedX;
this.y += this.speedY;
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
if (myGameArea.key && myGameArea.key == 37) {
myGamePiece.speedX = -1;
}
if (myGameArea.key && myGameArea.key == 39) {
myGamePiece.speedX = 1;
}
myGamePiece.newPos();
myGamePiece.update();
dots.forEach(x => x.update());
}
</script>
</body>
</html>
- 函数 startGame
我dots = []...
只在椭圆图案上添加了几个“点” - 函数 updateGameArea
在这里我们只调用对象的更新:
dots.forEach(x => x.update());
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