我用HTML画布制作了一个游戏,用户可以在其中控制角色的移动。我希望下面的外部if
语句首先重置字符的x和y位置,然后如果用户没有生命,请调用一个打开模式并禁用按键事件的函数。相反,该函数被调用,打开模态,并且板上的移动停止(移动的敌人角色停止移动);但是,x和y位置未设置为外部if语句中指定的位置,我希望它在嵌套if
语句中的任何内容之前发生。在不删除语句的情况下,事件监听器可以正常工作(先设置x和y值,然后打开模式)。
if (player.x < this.x + 70 && player.x + 17 > this.x && player.y < this.y + 45 && 30 + player.y > this.y) {
player.x = 200;
player.y = 400;
lives--;
sidebarLives.innerHTML = lives;
modalScore.innerHTML = score;
if (lives === 0) {
// Calls function that adds class that sets modal to display: block
showModal();
// This prevents player x and y values from updating (though modal appears)
document.removeEventListener('keydown');
}
}
游戏链接:https://nataliecardot.com/arcade-game/index.html
这是我完整的JS代码:
"use strict"; // Enables strict mode to catch common bloopers
// TODO: Disable player movement when modal opened? Also, set 3 tries before modal opened (change to game over). Restart button.
const playAgainButton = document.querySelector('.play-again');
const restartButton = document.querySelector('.restart');
// Calls playAgain() function when user clicks play again button in modal
playAgainButton.addEventListener('click', playAgain);
// Calls playAgain() function when user clicks reset icon in sidebar
restartButton.addEventListener('click', playAgain);
// Starts lives at 3
let lives = 3;
let sidebarLives = document.querySelector('.lives-left');
sidebarLives.innerHTML = lives;
// Sets an initial player score of 0.
let score = 0;
// Sets score shown in sidebar
// document.getElementsByClassName('score')[0].innerHTML = score;
let sidebarScore = document.querySelector('.score');
sidebarScore.innerHTML = score;
let modalScore = document.querySelector('.modal-score');
modalScore.innerHTML = score;
// These 2 lines were used to set star rating in modal
// let starRating = document.querySelector('.stars').innerHTML;
// document.getElementsByClassName('star-rating')[0].innerHTML = starRating;
// Called when user clicks restart button in sidebar or play again button in modal. Sets modal to display: none, resets lives and score
function playAgain() {
// Hides modal if present (if opened by game ending)
modal.classList.remove('modal-visible');
lives = 3;
sidebarLives.innerHTML = lives;
score = 0;
sidebarScore.innerHTML = score;
}
// Calls playAgain() function (hides modal and restarts game) with user clicks "play again" button in modal
// TODO: remove? just one event listener for both buttons?
// modalPlayAgainButton.addEventListener('click', playAgain);
// Note: In a constructor function "this" does not have a value. It is a substitute for the new object. The value of this will become the new object when a new object is created
// Note commas not used to separate methods and properties in a class
class Player {
// Constructor function, a special function just for initializing new objects, will automatically run when a new object is constructed (with keyword "new") from this class. Contains data needed to create it
constructor(x, y, speed) {
this.sprite = 'images/char-boy.png';
this.x = x;
this.y = y;
this.speed = speed;
}
// Methods that all objects created from class will inherit. Would exist on prototype in pre-class way of writing it, but effect is the same (the following methods still exist on Player prototype [for example would be Player.prototype.update = function(dt)...])
// When player reaches water, moves player back to starting position, and increase score by 1
update(dt) {
if (this.y === 25) {
this.x = 200;
this.y = 400;
score++;
sidebarScore.innerHTML = score;
}
}
// Draws player on screen
render() {
ctx.drawImage(Resources.get(this.sprite), this.x, this.y)
}
// Connects keyboard input to player movement. If statements prevent player movement off screen
handleInput(allowedKeys) {
if (allowedKeys === 'down' && this.y < 425) {
this.y += 25;
}
if (allowedKeys === 'up') {
this.y -= 25;
}
if (allowedKeys === 'left' && this.x > 0) {
this.x -= 25;
}
if (allowedKeys === 'right' && this.x < 400) {
this.x += 25;
}
}
}
class Enemy {
// Sets enemy's initial location
constructor(x, y, speed) {
this.x = x;
this.y = y;
// Sets speed of enemy
this.speed = speed;
// The image/sprite for our enemies
this.sprite = 'images/enemy-bug.png';
}
update(dt) {
// Multiplies enemy's movement by time delta to ensure game runs at same speed for all computers
this.x += this.speed * dt;
// Once enemy finished moving across screen, moves it back so it can cross screen again and randomizes its speed
if (this.x > 500) {
this.x = -75;
// Math.random() function returns random number between 0 (inclusive) and 1 (exclusive). Math.floor() returns the largest integer less than or equal to a given number
this.speed = 70 + Math.floor(Math.random() * 450);
}
// When collission occurs, subtracts a life, updates lives displayed in sidebar and updates score that will be displayed in modal if no lives remaining
if (player.x < this.x + 70 && player.x + 17 > this.x && player.y < this.y + 45 && 30 + player.y > this.y) {
player.x = 200;
player.y = 400;
lives--;
sidebarLives.innerHTML = lives;
modalScore.innerHTML = score;
if (lives === 0) {
// Calls function that adds class that sets modal to display: block
showModal();
// This prevents player x and y values from updating (though modal appears)
document.removeEventListener('keydown');
}
}
}
// Draws enemy on the screen
render() {
ctx.drawImage(Resources.get(this.sprite), this.x, this.y);
}
};
// ENEMY/PLAYER OBJECT INSTANTIATION
let enemyPosition = [60, 140, 220];
let allEnemies = [];
let player = new Player(200, 400, 50);
enemyPosition.forEach(function(posY) {
let enemy = new Enemy(0, posY, 70 + Math.floor(Math.random() * 450));
allEnemies.push(enemy);
});
// Modal
const modal = document.getElementById('myModal');
const closeIcon = document.querySelector('.close');
// When called, adds class that sets modal to display: block when player reaches water
function showModal() {
modal.classList.add('modal-visible');
}
// Closes modal (adding class that sets it back to display: none) upon user's clicking its close icon
closeIcon.addEventListener('click', function() {
modal.classList.remove('modal-visible');
});
// Closes modal and restarts game when key is pressed down (note: keydown used instead of keypress because keypress only works for keys that produce a character value)
document.addEventListener('keydown', function(e) {
let keyCode = e.keyCode;
if (keyCode === 27) {
modal.classList.remove('modal-visible');
playAgain()
}
});
// Listens for keydown event (fired when a key is pressed down [regardless of whether it produces a character, unlike keypress]) and sends the keys to Player.handleInput() method
document.addEventListener('keydown', function(e) {
let allowedKeys = {
37: 'left',
38: 'up',
39: 'right',
40: 'down'
};
// Not sure why "player" needs to be lowercase, given the class name is uppercase
player.handleInput(allowedKeys[e.keyCode]);
});
答案 0 :(得分:1)
document.removeEventListener
函数具有2个参数(事件名称和侦听器函数),它们都不是可选的。您的情况下的侦听器功能是添加keydown事件侦听器时使用的功能。因此,仅使用1个参数调用document.removeEventListener
会导致类型错误,并且敌人的render函数将无法执行。