我正在试图弄清楚如何通过替换背景音频来添加一个开始按钮来玩javascript游戏。我遇到了这个游戏,它的工作方式是你加载页面后音乐在后台播放,游戏已经开始。当我删除音频链接时,游戏暂停后,玩家3的生命都在上升,如果我留下音频,那么当3个人生命起来时你可以看到你的积分和弹出消息,有人可以帮我理解这个
这是游戏的链接,因此您可以查看代码并了解我想说的内容:https://jsfiddle.net/74nbrdak/embedded/result/
<div>
<canvas id="canvas" width="1000" height="500"></canvas>
</div>
<audio id="background-music" preload="auto" autoplay loop>
<source
src="https://dl.dropbox.com/s/5r3iu7kjsl0mx81/Wildfire%20Cut%20Loopable.wav" type="audio/wav">
function ShowGamesFinished() {
var message = gamesfinished[Math.floor(Math.random() * gamesfinished.length)];
document.getElementById("background-music").pause();
答案 0 :(得分:1)
当我删除音频链接时,游戏暂停后玩家3生命起来,如果我留下音频,那么当3个生命起来时你可以看到你的积分和弹出消息,有人可以请帮助我理解这个
所以,在音频元素在页面上的第二个场景中,游戏就像创作者想要的那样工作
在音频元素不在页面上的第一种情况下,游戏正常工作,直到调用处理游戏结束的功能。造成该函数问题的原因是这一行document.getElementById("background-music").pause();
。由于音频元素不存在,因此会引发错误,并且不会绘制游戏在屏幕上。希望这有助于
答案 1 :(得分:0)
如果您使用纯javascript没有任何外部库,您可以初始化您的画布,只需单击该按钮,您就可以开始设置画布动画并开始游戏。 让我知道如果你没有得到答案。
答案 2 :(得分:0)
乍一看,删除音频标签应该对javascript没有任何影响。由于音频标签具有自动播放属性,因此在打开页面时播放音频。
所有javascript代码似乎都在脚本标记内,因此一旦页面打开它也会自动运行。您可以尝试将整个代码从小提琴包装到一个函数中,然后将其绑定到您的按钮。
类似的东西:
<!DOCTYPE html>
<html lang="en">
<head>
<style>
h1 {
font-family: Architects Daughter;
text-align: center;
font-size: 48pt;
margin-top: 50px;
margin-bottom: 0px;
}
h2 {
font-family: Architects Daughter;
text-align: center;
font-size: 28pt;
margin-top: 0px;
margin-bottom: 50px;
}
span {
display: block;
font-family: Arial;
text-align: center;
margin-bottom: 2px;
}
div {
display: flex;
justify-content: space-around;
}
canvas {
border: 2px solid #CC3333;
}
</style>
</head>
<body>
<div>
<canvas id="canvas" width="640" height="360"></canvas>
</div>
<button id="start_game">Start</button>
<script>
var run_game = function() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
var updateTime = 20; // Milliseconds
var keys = [false, false, false];
var score = 0;
var kills = 0;
// Player Size = 50x18
var playerHealth = 3;
var playerX = WIDTH / 2;
var playerY = HEIGHT - 20;
var playerSpeed = 6;
var lazerSpeed = 16;
var lazerReloadDistance = playerY - 120;
var lazerLoaded = true;
var lazers = [];
var letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
var maxEnemies = 12;
var enemySpeed = 4;
var enemies = [];
function Clear() {
ctx.fillStyle = "#404040";
ctx.fillRect(0, 0, WIDTH, HEIGHT);
}
function DrawHealth(health) {
ctx.fillStyle = "#E52B50";
ctx.shadowColor = "#E52B50";
ctx.shadowBlur = 15;
ctx.font = "18px Arial";
ctx.textAlign = "start";
var hearts = "";
if (health == 3) {
hearts = "<3 <3 <3";
}
else if (health == 2) {
hearts = "<3 <3 X";
}
else if (health == 1) {
hearts = "<3 X X";
}
else {
hearts = "X X X";
}
ctx.fillText(hearts, 10, 25);
}
function DrawScore() {
ctx.fillStyle = "#FFFF00";
ctx.shadowColor = "#FFFF00";
ctx.shadowBlur = 15;
ctx.font = "18px Arial";
ctx.textAlign = "end";
ctx.fillText(score, WIDTH - 10, 25);
}
function DrawPlayer(x, y) {
ctx.fillStyle = "#1E90FF";
ctx.shadowColor = "#1E90FF";
ctx.shadowBlur = 15;
ctx.font = "24px Arial";
ctx.textAlign = "center";
ctx.fillText("</^\\>", x, y);
}
function Lazer() {
this.x = playerX;
this.y = playerY - 38;
this.draw = function() {
ctx.fillStyle = "#FFFF00";
ctx.shadowColor = "#FFFF00";
ctx.shadowBlur = 15;
this.y -= lazerSpeed;
ctx.fillRect(this.x, this.y, 2, 18);
}
}
function DrawLazers() {
// Check if the last lazer fired is far enough away to fire another
if (lazers.length != 0) {
if (lazers[lazers.length - 1].y <= lazerReloadDistance) {
lazerLoaded = true;
}
}
else {
lazerLoaded = true;
}
for (var i = 0; i < lazers.length; i++) {
var currentLazer = lazers[i];
// Still on screen
if (currentLazer.y > -20) {
currentLazer.draw();
}
else {
lazers.splice(i, 1);
}
}
}
function Enemy(x) {
this.x = x;
this.y = 0;
this.health = Math.ceil(Math.random() * 4);
this.speed = enemySpeed / this.health;
var letterIndex = Math.floor(Math.random() * letters.length);
this.letter = letters.substr(letterIndex, 1);
this.size = 24 + (this.health * 4); // Font size based on health
ctx.font = this.size+"px Arial";
this.width = ctx.measureText(this.letter).width;
this.height = this.size * 0.75; // Approximate height;
this.draw = function() {
ctx.fillStyle = "#FF0040";
ctx.shadowColor = "#FF0040";
ctx.shadowBlur = 15;
ctx.font = this.size+"px Arial";
ctx.textAlign = "center";
this.y += this.speed;
ctx.fillText(this.letter, this.x, this.y);
}
}
function DrawEnemies() {
// Spawn new enemies
if (Math.random() <= 0.05 && enemies.length < maxEnemies) {
var randX = 40 + Math.floor(Math.random() * (WIDTH - 80));
enemies.push(new Enemy(randX));
}
for (var i = 0; i < enemies.length; i++) {
var currentEnemy = enemies[i];
if (currentEnemy.health <= 0) {
enemies.splice(i, 1);
score += 25;
kills++;
continue;
}
// Put enemies that passed the player back at the top
if (currentEnemy.y > HEIGHT + currentEnemy.height) {
currentEnemy.y = 0;
continue;
}
currentEnemy.draw();
}
}
var gameOverMessages = [
"You're in a better place",
"You're Cooked!",
"You gave it your all",
"At least you tried",
"You're Ruined!",
"You're Finished!"
];
function DrawGameOver() {
var message = gameOverMessages[Math.floor(Math.random() * gameOverMessages.length)];
// after deleting the audio element, this doesnt work anymore.
// document.getElementById("background-music").pause();
ctx.fillStyle = "#505050";
ctx.shadowColor = "#505050";
ctx.shadowBlur = 15;
ctx.fillRect(50, (HEIGHT / 2) - 100, WIDTH - 100, 200)
ctx.fillStyle = "#FFFFFF";
ctx.shadowColor = "#FFFFFF";
ctx.shadowBlur = 15;
ctx.textAlign = "center";
ctx.font = "36pt Arial";
ctx.fillText(message, WIDTH / 2, HEIGHT / 2 - 40);
ctx.textAlign = "end";
ctx.font = "18pt Arial";
ctx.fillText("Final Score - ", WIDTH / 2, HEIGHT / 2 + 30);
ctx.textAlign = "start";
ctx.fillStyle = "#FFFF00";
ctx.shadowColor = "#FFFF00";
ctx.fillText(score, WIDTH / 2, HEIGHT / 2 + 30);
ctx.fillStyle = "#FFFFFF";
ctx.shadowColor = "#FFFFFF";
ctx.textAlign = "end";
ctx.font = "18pt Arial";
ctx.fillText("Total Kills - ", WIDTH / 2, HEIGHT / 2 + 60);
ctx.textAlign = "start";
ctx.fillStyle = "#FF0040";
ctx.shadowColor = "#FF0040";
ctx.fillText(kills, WIDTH / 2, HEIGHT / 2 + 60);
}
////////////////////
// Core Functions //
////////////////////
var collidedEnemyIndex = -1;
function CheckCollision() {
for (var i = 0; i < enemies.length; i++) {
var currentEnemy = enemies[i];
// Check if enemy hits player. The 2 is to account for the text width of the player
if (
currentEnemy.x <= playerX - 2 + 25 + (currentEnemy.width / 2) &&
currentEnemy.x >= playerX - 2 - 25 - (currentEnemy.width / 2) &&
currentEnemy.y >= playerY - 18 &&
currentEnemy.y <= playerY + currentEnemy.height &&
collidedEnemyIndex != enemies.indexOf(currentEnemy)
)
{
collidedEnemyIndex = enemies.indexOf(currentEnemy);
playerHealth--;
}
// Reset the index of the enemy colliding with the player
if (collidedEnemyIndex == enemies.indexOf(currentEnemy) && currentEnemy.y < HEIGHT / 2) {
collidedEnemyIndex = -1;
}
for (var j = 0; j < lazers.length; j++) {
var currentLazer = lazers[j];
if (
currentLazer.x <= currentEnemy.x + (currentEnemy.width / 2) &&
currentLazer.x >= currentEnemy.x - (currentEnemy.width / 2) &&
currentLazer.y <= currentEnemy.y
)
{
currentEnemy.health--;
score += 10;
lazers.splice(lazers.indexOf(currentLazer), 1);
}
}
}
}
function HandleInput() {
if (keys[0] == true && keys[1] == false && playerX <= WIDTH - 30) {
playerX += playerSpeed;
}
if (keys[1] == true && keys[0] == false && playerX >= 30) {
playerX -= playerSpeed;
}
if (keys[2]) {
if (lazerLoaded) {
lazers.push(new Lazer());
lazerLoaded = false;
}
}
}
function KeysDown(e) {
e.preventDefault();
// Right
if (e.keyCode == 39) {
keys[0] = true;
}
// Left
else if (e.keyCode == 37) {
keys[1] = true;
}
// Up/Fire
if (e.keyCode == 38) {
keys[2] = true;
}
}
function KeysUp(e) {
// Right
if (e.keyCode == 39) {
keys[0] = false;
}
// Left
else if (e.keyCode == 37) {
keys[1] = false;
}
// Up/Fire
if (e.keyCode == 38) {
keys[2] = false;
}
}
document.addEventListener("keydown", KeysDown, true);
document.addEventListener("keyup", KeysUp, true);
function Update() {
Clear();
HandleInput();
CheckCollision();
DrawEnemies();
DrawLazers();
DrawPlayer(playerX, playerY);
DrawHealth(playerHealth);
DrawScore();
if (playerHealth <= 0) {
clearInterval(gameLoop);
DrawGameOver();
}
}
var gameLoop = setInterval(Update, updateTime);
};
document.querySelector( '#start_game' ).addEventListener( 'click', run_game );
</script>
</body>
</html>