我正在用画架写一个画布游戏。几乎所有东西都在这个项目中正常工作,唯一的问题是我不能在场上添加静态对象。
以下是我的演示链接:http://insidejs.com/game/
我不想用购物车进入彩色区域。玩家应该转过这些区域。这个游戏说明了我需要做的事情:http://www.kokogames.com/free-games/91/racing-games/138/e-racer.htm 感谢。
我的项目:
<!DOCTYPE html>
<!--[if IE 7]> <html class="no-js ie7"> <![endif]-->
<!--[if IE 8]> <html class="no-js ie8"> <![endif]-->
<!--[if gt IE 8]><!--> <html class="no-js" lang="tr"><!--<![endif]-->
<head>
<meta http-equiv="Content-type" content="text/html; charset=utf-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<title>Game</title>
<!-- css -->
<link href="assets/css/bootstrap.min.css" rel="stylesheet" type="text/css" />
<link href="assets/css/bootstrap-responsive.min.css" rel="stylesheet" type="text/css" />
<link href="assets/css/screen.css" rel="stylesheet" type="text/css" />
<!-- css -->
<!-- javascript -->
<script type="text/javascript" src="assets/js/jquery.js"></script>
<script type="text/javascript" src="assets/js/bootstrap.min.js"></script>
<script type="text/javascript" src="assets/js/easeljs-0.6.1.min.js"></script>
<script type="text/javascript">
var CANVAS, STAGE, Shopping, GAME;
$(function () {
window.Shopping= {
Game: {}
};
GAME = Shopping.Game;
GAME = new Application();
CANVAS = document.getElementById("game");
STAGE = new createjs.Stage(CANVAS);
GAME.init();
});
var Application = function () {
};
Application.prototype = {
vehicle: null,
vehicleImg: new Image(),
map: null,
mapImg: new Image(),
TURN_FACTOR: 3,
MAX_THRUST: 1,
MAX_VELOCITY: 10,
KEYCODE_UP: 38,
KEYCODE_LEFT: 37,
KEYCODE_RIGHT: 39,
KEYCODE_DOWN: 40,
RIGHT_KEY: false,
LEFT_KEY: false,
UP_KEY: false,
DOWN_KEY: false,
map: null,
init: function () {
GAME.mapImg.src = "assets/images/map.jpg";
GAME.mapImg.name = 'map';
GAME.mapImg.onload = GAME.loadImage();
GAME.vehicleImg.src = "assets/images/vehicle.png";
GAME.vehicleImg.name = 'vehicle';
GAME.vehicleImg.onload = GAME.loadImage();
if (!createjs.Ticker.hasEventListener("tick")) {
createjs.Ticker.addEventListener("tick", GAME.tick);
}
$(document).keydown(GAME.handleKeyDown);
$(document).keyup(GAME.handleKeyUp);
},
loadImage: function () {
GAME.vehicle = new createjs.Bitmap(GAME.vehicleImg);
GAME.vehicle.x = CANVAS.width / 2;
GAME.vehicle.y = CANVAS.height / 2;
GAME.vehicle.width = 100;
GAME.vehicle.height = 69;
GAME.vehicle.regX = GAME.vehicle.width / 2;
GAME.vehicle.regY = GAME.vehicle.height / 2;
GAME.map = new createjs.Bitmap(GAME.mapImg);
GAME.map.scaleX = 1;
GAME.map.scaleY = 1;
GAME.map.width = 3000;
GAME.map.height = 2000;
GAME.map.regX = GAME.map.width / 2;
GAME.map.regY = GAME.map.height / 2;
GAME.map.x = CANVAS.width / 2;
GAME.map.y = CANVAS.height / 2 - 300;
GAME.map.speed = 0;
GAME.map.vX = 0;
GAME.map.vY = 0;
STAGE.addChild(GAME.map);
STAGE.addChild(GAME.vehicle);
STAGE.update();
},
//game listener
tick: function (event) {
if (GAME.LEFT_KEY) {
GAME.vehicle.rotation -= GAME.TURN_FACTOR;
}
if (GAME.RIGHT_KEY) {
GAME.vehicle.rotation += GAME.TURN_FACTOR;
}
if (GAME.UP_KEY) {
GAME.accelarate();
if (GAME.LEFT_KEY) {
GAME.vehicle.rotation -= 5;
}
if (GAME.RIGHT_KEY) {
GAME.vehicle.rotation += 5;
}
}
if (GAME.DOWN_KEY) {
GAME.decelerate();
if (GAME.LEFT_KEY) {
GAME.vehicle.rotation -= 5;
}
if (GAME.RIGHT_KEY) {
GAME.vehicle.rotation += 5;
}
}
STAGE.update(event);
},
handleKeyDown: function (e) {
if (!e) {
var e = window.event;
}
switch (e.keyCode) {
case GAME.KEYCODE_LEFT:
GAME.LEFT_KEY = true;
break;
case GAME.KEYCODE_RIGHT:
GAME.RIGHT_KEY = true;
break;
case GAME.KEYCODE_UP:
e.preventDefault();
GAME.UP_KEY = true;
break;
case GAME.KEYCODE_DOWN:
e.preventDefault();
GAME.DOWN_KEY = true;
break;
}
},
handleKeyUp: function (e) {
if (!e) {
var e = window.event;
}
switch (e.keyCode) {
case GAME.KEYCODE_LEFT:
GAME.LEFT_KEY = false;
break;
case GAME.KEYCODE_RIGHT:
GAME.RIGHT_KEY = false;
break;
case GAME.KEYCODE_UP:
GAME.UP_KEY = false;
break;
case GAME.KEYCODE_DOWN:
GAME.DOWN_KEY = false;
break;
}
},
accelarate: function () {
var angle = GAME.vehicle.rotation;
if (GAME.LEFT_KEY) {
angle -= 5;
}
if (GAME.RIGHT_KEY) {
angle += 5;
}
GAME.map.vX -= Math.cos(angle * Math.PI / 180) * 3;
GAME.map.vY -= Math.sin(angle * Math.PI / 180) * 3;
GAME.map.vX = Math.min(GAME.MAX_VELOCITY, Math.max(-GAME.MAX_VELOCITY, GAME.map.vX));
GAME.map.vY = Math.min(GAME.MAX_VELOCITY, Math.max(-GAME.MAX_VELOCITY, GAME.map.vY));
GAME.map.x += GAME.map.vX;
GAME.map.y += GAME.map.vY;
},
decelerate: function () {
var angle = GAME.vehicle.rotation;
if (GAME.LEFT_KEY) {
angle -= 5;
}
if (GAME.RIGHT_KEY) {
angle += 5;
}
GAME.map.vX += Math.cos(angle * Math.PI / 180) * 3;
GAME.map.vY += Math.sin(angle * Math.PI / 180) * 3;
GAME.map.vX = Math.min(GAME.MAX_VELOCITY, Math.max(-GAME.MAX_VELOCITY, GAME.map.vX));
GAME.map.vY = Math.min(GAME.MAX_VELOCITY, Math.max(-GAME.MAX_VELOCITY, GAME.map.vY));
GAME.map.x += GAME.map.vX;
GAME.map.y += GAME.map.vY;
}
//class end
};
</script>
<!-- javascript -->
</head>
<body>
<div id="page">
<canvas id="game" width="640" height="480"></canvas>
</div>
</body>
</html>
答案 0 :(得分:1)
要使游戏进行碰撞检测,您需要对项目进行一些更改: 目前你有一个大的JPG作为地图,如果你试图让对象与其他对象发生碰撞,这不是一个好主意。
1)如果您愿意拆分大JPG地图(可能是最快的可接受解决方案):您可以在地板上使用一个大的灰色JPG,并在该地板上放置单个绿色位图。然后你可以使用@WiredPrairie(https://github.com/olsn/Collision-Detection-for-EaselJS)建议的碰撞检测 - 以这种方式进行碰撞检查应该是大约3-4行代码(+拆分当前map.jpg的工作)。
2)如果你想把JPG保留为地图:我建议你为绿色区域创建自定义矩形,如果购物车在这样的矩形内,则检查每一帧。另一种选择是实现像Box2D这样的物理库(我知道,这需要一些时间才能进入Box2D或其他库,我猜你正在寻找快速解决方案,但请相信我:它值得它)
作为一个不相关的提示:对于像你这样的项目,真的值得看看Box2D或其他物理引擎,一旦你掌握它的工作方式,它对使用物理库真的很大帮助;-)