我对Canvas HTML5很新,并且很想知道如何检查游戏中的“Hero”是否与画布的边框发生碰撞,因为我想给它一个警报或者其他什么。
这是我目前的代码:
// Create the canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 512;
canvas.height = 480;
document.body.appendChild(canvas);
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function () {
bgReady = true;
};
bgImage.src = "images/background.png";
// Hero image
var heroReady = false;
var heroImage = new Image();
heroImage.onload = function () {
heroReady = true;
};
heroImage.src = "images/hero.png";
// Monster image
var monsterReady = false;
var monsterImage = new Image();
monsterImage.onload = function () {
monsterReady = true;
};
monsterImage.src = "images/flamingo.png";
// Game objects
var hero = {
speed: 256 // movement in pixels per second
};
var monster = {};
var monstersCaught = 0;
// Handle keyboard controls
var keysDown = {};
addEventListener("keydown", function (e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function (e) {
delete keysDown[e.keyCode];
}, false);
// Reset the game when the player catches a monster
var reset = function () {
hero.x = canvas.width / 2;
hero.y = canvas.height / 2;
// Throw the monster somewhere on the screen randomly
monster.x = 32 + (Math.random() * (canvas.width - 64));
monster.y = 32 + (Math.random() * (canvas.height - 64));
};
// Update game objects
var update = function (modifier) {
if (38 in keysDown) { // Player holding up
hero.y -= hero.speed * modifier;
}
if (40 in keysDown) { // Player holding down
hero.y += hero.speed * modifier;
}
if (37 in keysDown) { // Player holding left
hero.x -= hero.speed * modifier;
}
if (39 in keysDown) { // Player holding right
hero.x += hero.speed * modifier;
}
// Are they touching?
if (
hero.x <= (monster.x + 32)
&& monster.x <= (hero.x + 32)
&& hero.y <= (monster.y + 32)
&& monster.y <= (hero.y + 32)
)
{
++monstersCaught;
reset();
}
};
// Draw everything
var render = function () {
if (bgReady) {
ctx.drawImage(bgImage, 0, 0);
}
if (heroReady) {
ctx.drawImage(heroImage, hero.x, hero.y);
}
if (monsterReady) {
ctx.drawImage(monsterImage, monster.x, monster.y);
}
// Score
ctx.fillStyle = "rgb(250, 250, 250)";
ctx.font = "24px Helvetica";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Flamingos slaughtered: " + monstersCaught, 32, 32);
};
// The main game loop
var main = function () {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
render();
then = now;
};
// Let's play this game!
reset();
var then = Date.now();
setInterval(main, 1); // Execute as fast as possible
答案 0 :(得分:1)
GameAlchemist所说的基本上应该有用。
但是如果屏幕调整大小或类似的东西。
你应该去
0 <= x < window.innerWidth
和
0 <= x < window.innerHeight
条件:Windows大小和画布大小应该相等
答案 1 :(得分:0)
我修好了这个:
var update = function (modifier) {
if (38 in keysDown) { // Player holding up
hero.y -= hero.speed * modifier;
}
if (40 in keysDown) { // Player holding down
hero.y += hero.speed * modifier;
}
if (37 in keysDown) { // Player holding left
hero.x -= hero.speed * modifier;
}
if (39 in keysDown) { // Player holding right
hero.x += hero.speed * modifier;
}
// Are they touching?
if (
hero.x <= (monster.x + 32)
&& monster.x <= (hero.x + 32)
&& hero.y <= (monster.y + 32)
&& monster.y <= (hero.y + 32)
) {
++monstersCaught;
reset();
}
if(hero.x <= 0){
hero.x = 0;
}
else if(isMaxWidth()){
hero.x = canvas.width -32
}
if(hero.y <= 0){
hero.y = 0;
}
else if(isMaxHeight()){
hero.y = canvas.height -32
}
};
var isMaxWidth = function(){
return hero.x >= canvas.width - 32;
};
var isMaxHeight = function(){
return hero.y >= canvas.height - 32;
};
问候。