我想在我正在制作的游戏中拍摄太空飞船,但我似乎无法正确加载拍摄位置。 我有一个名为shots []的数组,当玩家按住鼠标按钮时,我想每隔N刻度将Shot()对象推入其中。 所以基本上我希望Shot()的x属性等于我的ship.x属性和y = ship.y。 然后我希望它有一个Shot.dx属性,该属性会发生变化,具体取决于光标位于画布中间或下方(+ 3 / -3)或中心的左侧或右侧(dy = + 3 / -3) )。
// Shooting
var shots = [] //Bullet array
//Object, which should be the position of the bullet.
function Shot() {
this.x=350
this.y=250;
this.dx=Shoot.x
this.dy=Shoot.y
}
//This keeps track of the cursor position in relation to the center of canvas.
function Shoot() {
started = false;
this.mousedown = function (ev) {
started = true;
};
this.mousemove = function (ev) {
if (started) {
if (ev.clientX>=350) this.x=3;
else this.x=-3;
if (ev.clientY>=250) this.y=3;
else this.y=-3;
}
};
this.mouseup = function (ev) {
started = false;
};
}
//The problem is, that when I set this.x in Shot() to be =ship.x the values
//dont get updated and it stays undefined after I push it into the array.
//Now I have it set to the center of canvas, but that it useless because it needs
//to move with the ship, but even now I am getting weird numbers and not the numbers
//that I actually put in. dx and dy dont get updated at all.
// Ship Model
var ship = {
x: 350,
y: 250,
lives: 3,
invulnerable: 0,
}
//Main function- pushes the objects into the array
function mainLoop() {
tick++
count()
interval()
chase()
console.log(started)
if (started && tick%20==0)
shots.push(new Shot());
keyboard()
display()
check()
requestAnimationFrame(mainLoop);
}
// Initialization
window.onload = function() {
// Setting variables
button = document.getElementById("button")
text = document.getElementById("text")
canvas = document.getElementById("canvas")
ctx = canvas.getContext("2d")
weapon = new Shoot();
canvas.onmousedown = weapon.mousedown;
canvas.onmousemove = weapon.mousemove;
canvas.onmouseup = weapon.mouseup;
requestAnimationFrame(mainLoop);
}
//I know this is a lot of code, but its all relevant. I am new to Javascript
//so I expect this to be some sort of a trivial error.
这是一个JSfiddle,但我不知道它是如何工作的,所以我不能画画布画,抱歉:http://jsfiddle.net/JH3M6/
答案 0 :(得分:0)
以下是如何开枪的概要:
创建一个数组来保存您的镜头对象
:设置started
标志(开始点火)
:将任何新镜头的射击位置设置为当前鼠标位置
:将任何新镜头的射击位置重置为当前鼠标位置
:清除started
标志(停止发射)
在动画循环中:
演示:http://jsfiddle.net/m1erickson/2f9sf/
以下是示例代码:
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
// canvas related vars
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var bb=canvas.getBoundingClientRect();
var offsetX=bb.left;
var offsetY=bb.top;
ctx.fillStyle="blue";
// vars related to firing position and Shot(s)
var shotColor=ctx.fillStyle;
var started,mouseX,mouseY,dx,dy;
// Shots fired
var shots = [] //Bullet array
//Object, which should be the position of the bullet.
function Shot(x,y,dx,dy) {
this.x=x;
this.y=y;
this.dx=dx;
this.dy=dy;
}
Shot.prototype.display=function(){
// make fillstyle blue if it's not already blue
if(!ctx.fillStyle==shotColor){ctx.fillStyle=shotColor;}
// draw the shot on the canvas
ctx.fillRect(this.x,this.y,5,5);
}
// listen for mouse events
canvas.onmousedown=function(e){ started=true; setFirePosition(e); }
canvas.onmouseup=function(e){ started=false; }
canvas.onmousemove=function(e){
if(started){setFirePosition(e);}
}
// start the animation loop
requestAnimationFrame(animate);
// set the firing position of the next shot
function setFirePosition(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
dx=(mouseX>=canvas.width/2)?-3:3;
dy=(mouseY>=canvas.height/2)?-3:3;
}
// animation loop
// add shots if the mouse is down
// move shots until they move off-canvas
function animate(){
// request another frame
requestAnimationFrame(animate);
// if the mouse is down, add a shot
if(started){
shots.push(new Shot(mouseX,mouseY,dx,dy));
}
// if no work to do, return
if(shots.length==0){return;}
// new array of active shots
// "active" == shot has not moved off-canvas
var a=[];
// clear the canvas for this frame
ctx.clearRect(0,0,cw,ch);
for(var i=0;i<shots.length;i++){
// get a shot to process
var shot=shots[i];
// move this shot
shot.x+=shot.dx;
shot.y+=shot.dy;
// if the shot hasn't moved offscreen
// add the shot to "a" (the replacement shots array);
// draw this shot
if(shot.x>=0 && shot.x<=cw && shot.y>0 && shot.y<=ch){
a.push(shot);
shot.display();
}
}
// if shots went off-canvas, remove them from shots[]
if(a.length<shots.length){
shots.length=0;
Array.prototype.push.apply(shots,a);
}
}
}); // end $(function(){});
</script>
</head>
<body>
<h4>Mousedown to fire shots</h4>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>