当我添加点击检测时,我的画布消失了

时间:2019-02-21 15:15:53

标签: javascript html

我目前正在玩一款小型js游戏,只是为了好玩。

但是,每当我向立方体添加命中检测时,我的整个画布就会消失。我不知道是什么原因造成的,因此我在这里问。我将添加两个片段。我先添加点击检测,然后再添加。我希望有人能帮助我。

var myGamePiece;

function startGame() {
    myGamePiece = new component(30, 30, "red", 225, 225);
    myGameArea.start();
}

var myGameArea = {
    canvas : document.createElement("canvas"),
    start : function() {
        this.canvas.width = 500;
        this.canvas.height = 500;
        this.context = this.canvas.getContext("2d");
        document.body.insertBefore(this.canvas, document.body.childNodes[0]);
        this.frameNo = 0;
        this.interval = setInterval(updateGameArea, 20);
        window.addEventListener('keydown', function (e) {
            e.preventDefault();
            myGameArea.keys = (myGameArea.keys || []);
            myGameArea.keys[e.keyCode] = (e.type == "keydown");
        })
        window.addEventListener('keyup', function (e) {
            myGameArea.keys[e.keyCode] = (e.type == "keydown");
        })
    },
    stop : function() {
        clearInterval(this.interval);
    },    
    clear : function() {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    }
}

function component(width, height, color, x, y, type) {

    this.type = type;
    this.width = width;
    this.height = height;
    this.speed = 0;
    this.angle = 0;
    this.moveAngle = 0;
    this.x = x;
    this.y = y;    
    this.update = function() {
        ctx = myGameArea.context;
        ctx.save();
        ctx.translate(this.x, this.y);
        ctx.rotate(this.angle);
        ctx.fillStyle = color;
        ctx.fillRect(this.width / -2, this.height / -2, this.width, this.height);
        ctx.restore();    
    }
    this.newPos = function() {
        this.angle += this.moveAngle * Math.PI / 180;
        this.x += this.speed * Math.sin(this.angle);
        this.y -= this.speed * Math.cos(this.angle);
    }
}

function updateGameArea() {
    myGameArea.clear();
    myGamePiece.moveAngle = 0;
    myGamePiece.speed = 0;
    if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.moveAngle = -2; }
    if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.moveAngle = 2; }
    if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speed= 2; }
    if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speed= -2; }
    myGamePiece.newPos();
    myGamePiece.update();
}

这是我添加障碍物和命中检测的地方

如果将其放入画布(以HTML格式),则整个画布将消失,或者至少我是这样。

var myGamePiece;
var myObstacle;

function startGame() {
    myGamePiece = new component(30, 30, "red", 225, 225);
    myObstacle = new component(40, 40, "green", 300, 120); 
    myGameArea.start();
}

var myGameArea = {
    canvas : document.createElement("canvas"),
    start : function() {
        this.canvas.width = 500;
        this.canvas.height = 500;
        this.context = this.canvas.getContext("2d");
        document.body.insertBefore(this.canvas, document.body.childNodes[0]);
        this.frameNo = 0;
        this.interval = setInterval(updateGameArea, 20);
        window.addEventListener('keydown', function (e) {
            e.preventDefault();
            myGameArea.keys = (myGameArea.keys || []);
            myGameArea.keys[e.keyCode] = (e.type == "keydown");
        })
        window.addEventListener('keyup', function (e) {
            myGameArea.keys[e.keyCode] = (e.type == "keydown");
        })
    },
    stop : function() {
        clearInterval(this.interval);
    },    
    clear : function() {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    }
}

function component(width, height, color, x, y, type) {

    this.type = type;
    this.width = width;
    this.height = height;
    this.speed = 0;
    this.angle = 0;
    this.moveAngle = 0;
    this.x = x;
    this.y = y;    
    this.update = function() {
        ctx = myGameArea.context;
        ctx.save();
        ctx.translate(this.x, this.y);
        ctx.rotate(this.angle);
        ctx.fillStyle = color;
        ctx.fillRect(this.width / -2, this.height / -2, this.width, this.height);
        ctx.restore();    
    }
    this.newPos = function() {
        this.angle += this.moveAngle * Math.PI / 180;
        this.x += this.speed * Math.sin(this.angle);
        this.y -= this.speed * Math.cos(this.angle);
    }
     }
  this.crashWith = function(otherobj) {
    var myleft = this.x;
    var myright = this.x + (this.width);
    var mytop = this.y;
    var mybottom = this.y + (this.height);
    var otherleft = otherobj.x;
    var otherright = otherobj.x + (otherobj.width);
    var othertop = otherobj.y;
    var otherbottom = otherobj.y + (otherobj.height);
    var crash = true;
    if ((mybottom < othertop) ||
    (mytop > otherbottom) ||
    (myright < otherleft) ||
    (myleft > otherright)) {
      crash = false;
    }
    return crash;
  }


function updateGameArea() {
    if (myGamePiece.crashWith(myObstacle)) {
    myGameArea.stop();
  } else {
    myGameArea.clear();
    myObstacle.update();
    myGamePiece.moveAngle = 0;
    myGamePiece.speed = 0;
    if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.moveAngle = -2; }
    if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.moveAngle = 2; }
    if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speed= 2; }
    if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speed= -2; }
    myGamePiece.newPos();
    myGamePiece.update();
}

1 个答案:

答案 0 :(得分:1)

当我复制第二个代码段时,我发现该代码在某些地方缺少括号。因此我也没有画布。

因此,之后又增加了一个:

this.newPos = function() {
    this.angle += this.moveAngle * Math.PI / 180;
    this.x += this.speed * Math.sin(this.angle);
    this.y -= this.speed * Math.cos(this.angle);
}
 } <-- //This guy

您在组件功能末尾缺少一个:

    }
    return crash;
  }
"}" <-- //This one is missing

最后,您缺少updateGameArea()函数的关闭项之一:

    myGamePiece.update();
    }
"}" <-- //This one is missing too

此后,我刚开始将myGameArea对象与其他对象(不是强制性的,但最好将所有变量放在一起)一起移动:

startGame()

和瞧瞧!

这类错误实际上不会显示在控制台中,但是您可以通过在代码上运行一些 auto-format / auto-indentation 来注意到它们。 如果代码缩进得不够,那么您很有可能错过了括号