我一直在制作一个游戏,我的问题是当你点击太空键时它射出1个子弹,但是当你再次这样做时,没有任何反应。我已经做到这一点,所以游戏以30颗子弹开始,并且它们存储在屏幕的左上角之外。单击空间时,它们会使用其X,Y值从船尖触发。
点击这里查看我的意思: http://www.taffatech.com/DarkOrbit.html - 因为你只能看到1次火灾。
这是子弹对象
function Bullet() //space weapon uses this
{
this.srcX = 0;
this.srcY = 1240;
this.drawX = -20;
this.drawY = 0;
this.width = 11;
this.height = 4;
this.bulletSpeed = 3;
this.bulletReset = -20;
}
Bullet.prototype.draw = function()
{
this.drawX += this.bulletSpeed;
ctxPlayer.drawImage(spriteImage,this.srcX,this.srcY,this.width,this.height,this.drawX,this.drawY,this.width,this.height);
if (this.drawX > canvasWidth)
{
this.drawX = this.bulletReset;
}
}
Bullet.prototype.fire = function(startX, startY)
{
this.drawX = startX;
this.drawY = startY;
}
这是玩家对象:(船)
function Player() //Object
{
//////Your ships values
this.PlayerHullMax = 1000;
this.PlayerHull = 1000;
this.PlayerShieldMax = 1000;
this.PlayerShield = 347;
this.SpaceCrystal = 2684;
this.Speed = 5; //should be around 2 pixels every-time draw is called by interval, directly linked to the fps global variable
////////////
///////////flags
this.isUpKey = false;
this.isDownKey = false;
this.isLeftKey = false;
this.isRightKey = false;
////////space Weapon
this.noseX = this.drawX + 100;
this.noseY = this.drawY + 30;
this.isSpaceBar = false;
this.isShooting = false;
this.bullets = [];
this.currentBullet = 0;
this.bulletAmount = 30;
for(var i = 0; i < this.bulletAmount; i++) //
{
this.bullets[this.bullets.length] = new Bullet();
}
/////////////
////Pick Ship
this.type = "Cruiser";
this.srcX = PlayerSrcXPicker(this.type);
this.srcY = PlayerSrcYPicker(this.type);
this.drawX = PlayerdrawXPicker(this.type);
this.drawY = PlayerdrawYPicker(this.type);
this.playerWidth = PlayerWidthPicker(this.type);
this.playerHeight = PlayerHeightPicker(this.type);
////
}
Player.prototype.draw = function()
{
ClearPlayerCanvas();
ctxPlayer.globalAlpha=1;
this.checkDirection(); //must before draw pic to canvas because you have new coords now from the click
this.noseX = this.drawX + (this.playerWidth-10);
this.noseY = this.drawY + (this.playerHeight/2);
this.checkShooting();
this.drawAllBullets();
ctxPlayer.drawImage(spriteImage,this.srcX,this.srcY,this.playerWidth,this.playerHeight,this.drawX,this.drawY,this.playerWidth,this.playerHeight);
};
Player.prototype.drawAllBullets = function()
{
for(var i = 0; i < this.bullets.length; i++)
{
if(this.bullets[i].drawX >= 0)
{
this.bullets[i].draw();
}
}
}
Player.prototype.checkShooting = function()
{
if(this.isSpaceBar == true && this.isShooting == false)
{
this.isShooting = true;
this.bullets[this.currentBullet].fire(this.noseX, this.noseY);
this.currentBullet++;
if(this.currentBullet >= this.bullets.length)
{
this.currentBullet = 0;
}
else if(this.isSpaceBar == false)
{
this.isShooting = false;
}
}
}
这是一种检查键已关闭的方法:
if (KeyID === 32 ) //spacebar
{
Player1.isSpaceBar = true;
e.preventDefault(); //webpage dont scroll when playing
}
这是一种检查键是什么的方法:
if (KeyID === 32 ) //left and a keyboard buttons
{
Player1.isSpaceBar = false;
e.preventDefault(); //webpage dont scroll when playing
}
您需要提出任何其他信息!
答案 0 :(得分:0)
好的,我想我想出来了
尝试在关键事件中添加isShooting false
if (KeyID === 32 ) //left and a keyboard buttons
{
Player1.isSpaceBar = false;
Player1.isShooting = false;
e.preventDefault(); //webpage dont scroll when playing
}