我有以下问题:我试图在JavaScript中制作一个简单的游戏。游戏的想法是有一个画布,一个球在里面弹跳,小垫从左到右击球。我这样做了,它工作正常:
var canvasBg;
var contextBg;
var canvasBall;
var contextBall;
function Drawable() {
this.initialize = function(x,y) {
this.x = x;
this.y = y;
};
this.draw = function() {
};
}
function Ball() {
var dx = 2;
var dy = 2;
var radius = 5;
this.draw = function() {
contextBall.beginPath();
contextBall.clearRect(0,0,canvasBall.width,canvasBall.height);
contextBall.closePath();
contextBall.beginPath();
contextBall.fillStyle = "#0000ff";
contextBall.arc(this.x, this.y, radius, 0, Math.PI*2, true);
contextBall.closePath();
contextBall.fill();
// the code seems to stop here
if(this.x<0 || this.x>300)
dx = -dx;
if(this.y<0 || this.y>150)
dy = -dy;
if((this.x+radius)>pad.x && (this.x-radius)<(pad.x+50) && (this.y+radius)>pad.y && (this.y-radius)<(pad.y+10)) {
dy = -dy;
}
if(this.y>(pad.y-2) && this.y<(pad.y+12) && (this.x+radius)>pad.x && (this.x-radius)<(pad.x+50)) {
dx = -dx;
}
this.x += dx;
this.y += dy;
};
}
Ball.prototype = new Drawable();
KEY_CODES = {
37: 'left',
39: 'right',
};
KEY_STATUS = {};
for (code in KEY_CODES) {
KEY_STATUS[ KEY_CODES[ code ]] = false;
}
document.onkeydown = function(e) {
var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
if (KEY_CODES[keyCode]) {
e.preventDefault();
KEY_STATUS[KEY_CODES[keyCode]] = true;
}
};
document.onkeyup = function(e) {
var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
if (KEY_CODES[keyCode]) {
e.preventDefault();
KEY_STATUS[KEY_CODES[keyCode]] = false;
}
};
function Pad() {
var hSpeed = 5;
this.padWidth = 50;
this.padHeight = 10;
this.draw = function() {
contextBg.clearRect(0,0,canvasBg.width,canvasBg.height);
contextBg.fillStyle = "#ffffff";
contextBg.fillRect(this.x,this.y,this.padWidth,this.padHeight);
};
this.move = function() {
if(KEY_STATUS.left || KEY_STATUS.right) {
contextBg.clearRect(0,0,canvasBg.width,canvasBg.height);
if(KEY_STATUS.left) {
this.x -= hSpeed;
if (this.x <= 0)
this.x = 0;
} else if (KEY_STATUS.right) {
this.x += hSpeed;
if (this.x >= 300-this.padWidth)
this.x = 300 - this.padWidth;
}
this.draw();
}
};
}
Pad.prototype = new Drawable();
function init() {
canvasBg = document.getElementById('display');
contextBg = this.canvasBg.getContext('2d');
canvasBall = document.getElementById('ball');
contextBall = this.canvasBall.getContext('2d');
ball = new Ball();
ball.initialize(10,10);
pad = new Pad();
pad.initialize(120,80);
setInterval(function(){animate();},30);
}
function animate() {
ball.draw();
pad.draw();
pad.move();
};
但是,我决定尝试改进我的代码,然后我制作了一个类GamePlay:
var game = new GamePlay();
function Drawable() {
this.initialize = function(x,y) {
this.x = x;
this.y = y;
};
this.draw = function() {
};
}
function Ball() {
var dx = 2;
var dy = 2;
var radius = 5;
this.draw = function() {
this.context.beginPath();
this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
this.context.closePath();
this.context.beginPath();
this.context.fillStyle = "#0000ff";
this.context.arc(this.x, this.y, radius, 0, Math.PI*2, true);
this.context.closePath();
this.context.fill();
if(this.x<0 || this.x>300)
dx = -dx;
if(this.y<0 || this.y>150)
dy = -dy;
if((this.x+radius)>pad.x && (this.x-radius)<(pad.x+50) && (this.y+radius)>pad.y && (this.y-radius)<(pad.y+10)) {
dy = -dy;
}
if(this.y>(pad.y-2) && this.y<(pad.y+12) && (this.x+radius)>pad.x && (this.x-radius)<(pad.x+50)) {
dx = -dx;
}
this.x += dx;
this.y += dy;
};
}
Ball.prototype = new Drawable();
KEY_CODES = {
37: 'left',
39: 'right',
};
KEY_STATUS = {};
for (code in KEY_CODES) {
KEY_STATUS[ KEY_CODES[ code ]] = false;
}
document.onkeydown = function(e) {
var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
if (KEY_CODES[keyCode]) {
e.preventDefault();
KEY_STATUS[KEY_CODES[keyCode]] = true;
}
};
document.onkeyup = function(e) {
var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
if (KEY_CODES[keyCode]) {
e.preventDefault();
KEY_STATUS[KEY_CODES[keyCode]] = false;
}
};
function Pad() {
var hSpeed = 5;
this.padWidth = 50;
this.padHeight = 10;
this.draw = function() {
this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
this.context.fillStyle = "#ffffff";
this.context.fillRect(this.x,this.y,this.padWidth,this.padHeight);
};
this.move = function() {
if(KEY_STATUS.left || KEY_STATUS.right) {
this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
if(KEY_STATUS.left) {
this.x -= hSpeed;
if (this.x <= 0)
this.x = 0;
} else if (KEY_STATUS.right) {
this.x += hSpeed;
if (this.x >= 300-this.padWidth)
this.x = 300 - this.padWidth;
}
this.draw();
}
};
}
Pad.prototype = new Drawable();
function GamePlay() {
var ball;
var pad;
this.setUpGame = function() {
this.canvasBg = document.getElementById('display');
this.contextBg = this.canvasBg.getContext('2d');
this.canvasBall = document.getElementById('ball');
this.contextBall = this.canvasBall.getContext('2d');
Ball.prototype.canvas = this.canvasBall;
Ball.prototype.context = this.contextBall;
Pad.prototype.canvas = this.canvasBg;
Pad.prototype.context = this.contextBg;
ball = new Ball();
ball.initialize(10,10);
pad = new Pad();
pad.initialize(120,80);
};
var animate = function() {
ball.draw();
pad.draw();
pad.move();
};
this.startGame = function() {
setInterval(function(){animate();},30);
};
}
function init() {
game.setUpGame();
game.startGame();
}
但是,它只在其初始化坐标上绘制一个球,然后似乎停在那里。我尝试通过在代码中的某些点上放置alert()进行一些手动测试,我发现它似乎停止在ball的draw方法中间并且跳过在动画中调用pad.draw()和pad.move()( )。我不知道出了什么问题,我的猜测就是原型。我是JavaScript新手,这个基于原型的OOP对我来说仍然有点混乱。感谢。
答案 0 :(得分:1)
我尝试了代码并发现了下一个问题:
init
- 希望在html完全加载后调用它Ball.draw
函数引用对象pad
,在其上下文中未定义,使用game.pad
var animate = function
创建本地“私有”变量,将其更改为this.animate = function
setInterval(function(){game.animate();},30);
var game = new GamePlay();
之前调用GamePlay
,将此字符串移到在这些更改后,它在控制台中无错误地工作
答案 1 :(得分:0)
我相信这是因为您在绘制方法中错过了路径。
首先,您不需要使用.clearRect
和.beginPath
包裹.closePath
。
其次,可能导致您的脚本出错的原因是您在绘制圆圈后.fill
之后使用.closePath
。 .fill
应该在.closePath
之前使用,实际上在使用.fill
之后,您不需要使用.closePath
,因为它已经为您关闭了路径。