如果我说的话几乎没有任何意义,我提前道歉,我仍然是Javascript编码的新手。
我正在尝试创建一个“小行星避免”游戏,使用从“基础:HTML5 Canvas for Games and Environment”第9章中获取的Javascript代码。我的问题是我不能让“玩家的船”移动。它似乎锁定在屏幕的左上角。即使我有关键代码的变量以及如何为“keyup”和“keydown”做些什么,我也无法弄清楚如何让船只移动。
我没有得到任何语法错误,所以我猜我的代码在错误的地方,我只是不确定在哪里。如果我可以问,我可以多看一双眼睛,看看我哪里出错了吗?
这是jsbin(http://jsbin.com/dunaxakifu/)
$(document).ready(function(){
var canvas = $("#gameCanvas");
var context = canvas.get(0).getContext("2d");
//Canvas Dimension
var canvasWidth = canvas.width();
var canvasHeight = canvas.height();
//Game Settings
var playGame;
var asteroids;
var numAsteroids;
var player;
//Scoring
var score;
var scoreTimeout;
//Key codes
var arrowUp = 38;
var arrowRight = 39;
var arrowDown = 40;
//Game UI
var ui = $("#gameUI");
var uiIntro = $("#gameIntro");
var uiStats = $("#gameStats");
var uiComplete = $("#gameComplete");
var uiPlay = $("#gamePlay");
var uiReset = $(".gameReset");
var uiScore = $(".gameScore");
var soundBackground = $("#gameSoundBackground").get(0);
var soundThrust = $("#gameSoundThrust").get(0);
var soundDeath = $("#gameSoundDeath").get(0);
var Asteroid = function(x, y, radius, vX){
this.x = x;
this.y = y;
this.radius = radius;
this.vX = vX;
};
var Player = function(x, y){
this.x = x;
this.y = y;
this.width = 24;
this.height = 24;
this.halfWidth = this.width/2;
this.halfHeight = this.height/2;
this.vX = 0;
this.vY = 0;
this.moveRight = false;
this.moveUp = false;
this.moveDown = false;
this.flameLength = 20;
};
//Reset and start the game
function startGame() {
//Reset game stats
uiScore.html("0");
uiStats.show();
asteroids = new Array();
numAsteroids = 10;
score = 0;
for (var i = 0; i < numAsteroids; i++){
var radius = 5+(Math.random()*10);
var x = canvasWidth+radius+Math.floor(Math.random()*canvasWidth);
var y = Math.floor(Math.random()*canvasHeight);
var vX = -5-(Math.random()*5);
asteroids.push(new Asteroid(x, y, radius, vX));
};
player = new Player(150, canvasHeight/2);
//Set up initial game settings
playGame = false;
//Keyboard events
$(window).keydown(function(e){
var keyCode = e.keyCode;
if (!playGame){
playGame = true;
soundBackground.currentTime = 0;
soundBackground.play();
animate();
timer();
};
if (keyCode == arrowRight){
player.moveRight = true;
} else if (keyCode == arrowUp){
player.moveUp = true;
} else if (keyCode == arrowDown){
player.moveDown = true;
};
if (soundThrust.paused){
soundThrust.currentTime = 0;
soundThrust.play();
};
});
$(window).keyup(function(e){
var keyCode = e.keyCode;
if (keyCode == arrowRight){
player.moveRight = false;
} else if (keyCode == arrowUp){
player.moveUp = false;
} else if (keyCode == arrowDown){
player.moveDown = false;
};
soundThrust.pause();
});
//Start the animation loop
animate();
};
//Initialize the game environment
function init() {
uiStats.hide();
uiComplete.hide();
uiPlay.click(function(e){
e.preventDefault();
uiIntro.hide();
startGame();
});
$(window).unbind("keyup");
$(window).unbind("keydown");
uiReset.click(function(e){
e.preventDefault();
uiComplete.hide();
startGame();
soundThrust.pause();
soundBackground.pause();
clearTimeout(scoreTimeout);
});
};
//Timer
function timer(){
if(playGame){
scoreTimeout = setTimeout(function(){
uiScore.html(++score);
if (score % 5 == 0) {
numAsteroids += 5;
};
timer();
}, 1000);
};
};
//Animation loop that does all the fun stuff
function animate(){
//Clear
context.clearRect(0, 0, canvasWidth, canvasHeight);
var asteroidsLength = asteroids.length;
for (var i = 0; i < asteroidsLength; i++){
var tmpAsteroid = asteroids[i];
var dX = player.x - tmpAsteroid.x;
var dY = player.y - tmpAsteroid.y;
var distance = Math.sqrt((dX*dY)+(dY*dY));
if (distance < player.halfWidth+tmpAsteroid.radius){
soundThrust.pause();
soundDeath.currentTime = 0;
soundDeath.play();
//Game over
playGame = false;
clearTimeout(scoreTimeout);
uiStats.hide();
uiComplete.show();
soundBackground.pause();
$(window).unbind("keyup");
$(window).unbind("keydown");
};
if(tmpAsteroid.x+tmpAsteroid.radius < 0){
tmpAsteroid.radius = 5+(Math.random()*10);
tmpAsteroid.x = canvasWidth+tmpAsteroid.radius;
tmpAsteroid.y = Math.floor(Math.random()*canvasHeight);
tmpAsteroid.vX = -5-(Math.random()*5);
};
tmpAsteroid.x += tmpAsteroid.vX;
context.fillStyle = "rgb(255, 255, 255)";
context.beginPath();
context.arc(tmpAsteroid.x, tmpAsteroid.y, tmpAsteroid.radius, 0, Math.PI*2, true);
context.closePath();
context.fill();
player.vX = 0;
player.vY = 0;
if (player.moveRight){
player.vX = 3;
} else {
player.vX = -3;
};
if (player.moveUp){
player.vy = 3;
};
if (player.moveDown){
player.vy = 3;
};
player.x = player.vX;
player.y = player.vY;
if (player.moveRight){
context.save();
context.translate(player.x-player.halfWidth, player.y);
if (player.flameLength == 20) {
player.flameLength = 15;
} else {
player.flameLength = 20;
};
};
if (player.x-player.halfWidth < 20){
player.x = 20+player.halfWidth;
} else if (player.x+player.halfWidth > canvasWidth-20) {
player.x = canvasWidth-20-player.halfWidth;
}
if (player.y-player.halfHeight < 20){
player.y = 20+player.halfHeight;
} else if (player.y+player.halfHeight > canvasHeight-20) {
player.y = canvasHeight-20-player.halfHeight;
};
context.fillStyle = "orange";
context.beginPath();
context.moveTo(0, -5);
context.lineTo(-player.flameLength, 0);
context.lineTo(0, 5);
context.closePath();
context.fill();
context.restore();
context.fillStyle = "rgb(255, 0, 0)";
context.beginPath();
context.moveTo(player.x+player.halfWidth, player.y);
context.lineTo(player.x-player.halfWidth, player.y-player.halfHeight);
context.lineTo(player.x-player.halfWidth, player.y+player.halfHeight);
context.closePath();
context.fill();
while (asteroids.length < numAsteroids){
var radius = 5+(Math.random()*10);
var x = Math.floor(Math.random()*canvasWidth)+canvasWidth+radius;
var y = Math.floor(Math.random()*canvasHeight);
var vX = -5-(Math.random()*5);
asteroids.push(new Asteroid(x, y, radius, vX));
};
};
if (playGame){
//run the animation loop again in 33 milliseconds
setTimeout(animate, 33);
};
};
init();
});
* {
margin:0;
padding:0;
}
html,body {
height:100%;
width:100%;
}
canvas {
display:block;
}
body{
background:#000;
color:#fff;
font-family:Verdana, Arial, sans-serif;
font-size:18px;
}
h1{
font-size:30px;
}
h6{
font-size:15px;
}
p{
margin:0 20px;
}
a{
color:#fff;
text-decoration:none;
}
a:hover{
text-decoration:underline;
}
a.button{
background:#185da8;
border-radius:5px;
display:block;
font-size:30px;
margin:40px 0 0 270px;
padding:10px;
width:200px;
text-align:center;
}
a.button:hover{
background:#2488f5;
color:#fff;
text-decoration:none;
}
#game{
height:600px;
left:50%;
margin:-300px 0 0 -400px;
position:relative;
top:50%;
width:980px;
}
#gameCanvas{
background:#001022;
border:5px solid green;
background-image:url(../images/space.jpg);
background-position:center top;
background-repeat:no-repeat;
background-size:cover;
}
#gameUI{
height:600px;
position:absolute;
width:980px;
}
#gameIntro, #gameComplete {
background:rgba(0, 0, 0, 0.5);
margin-top: 100px;
padding:40px 0;
text-align:center;
}
#gameStats{
font-size:14px;
margin:20px 0;
}
#gameStats .gameReset{
margin:20px 20px 0 0;
position:absolute;
right:0;
top:0;
}
<!Doctype HTML>
<html>
<head>
<script src="https://code.jquery.com/jquery-2.1.1.min.js"></script>
<title>Debris Fields of Spiral Galaxy</title>
<meta charset="utf-8">
<link href="css/game.css" rel="stylesheet" type="text/css">
<script type="text/javascript" src="js/jquery-2-1-4min.js"></script>
<script type="text/javascript" src="js/game.js"></script>
</head>
<body>
<div id="game">
<div id="gameUI">
<div id="gameIntro">
<h1>Debris Fields of Spiral Galaxy</h1>
<h6>A <i>Galaxy Smuggler's Run</i> Game</h6>
<p>Click "Play" and then press any key to start.</p>
<p><a id="gamePlay" class="button" href="">Play!</a></p>
</div>
<div id="gameStats">
<p>Time: <span class="gameScore"></span> seconds</p>
<p><a class="gameReset" href="">Reset</a></p>
</div>
<div id="gameComplete">
<h1>Game Over!</h1>
<p>You survived for <span class="gameScore"></span> seconds.</p>
<p><a class="gameReset button" href="">Play Again?</a></p>
</div>
</div>
<canvas id="gameCanvas" width="980" height="600">
</canvas>
<audio id="gameSoundBackground" loop>
<source src="sounds/background.ogg">
<source src="sounds/background.mp3">
</audio>
<audio id="gameSoundThrust" loop>
<source src="sounds/thrust.ogg">
<source src="sounds/thrust.mp3">
</audio>
<audio id="gameSoundDeath">
<source src="sounds/death.ogg">
<source src="sounds/death.mp3">
</audio>
</div>
</body>
</html>
答案 0 :(得分:1)
那里有很多代码,尝试直接在Player对象上调用移动函数
Player.prototype.moveUp = function() {
this.y++;
}
Player.prototype.moveDown = function() {
this.y--;
}
$(window).keyDown(function(key) {
if(key == x) {
Player.moveUp();
}
else if (key == y) {
Player.moveDown();
}
});
不确定这会产生什么影响,就像我这样做:B
答案 1 :(得分:1)
不确定这是否是唯一的问题,但在动画循环中您使用的是player.vY
和player.vy
(注意大写/小写'Y'的差异)。
同样在动画循环中,player.vy似乎被赋予了相同的上下值
if (player.moveUp){
player.vy = 3;
};
if (player.moveDown){
player.vy = 3;
};
我不确定,但我认为当我点击右箭头时,if(player.moveDown)
(再次在上面的代码中)评估为真。我没有进一步查看这是否是有意/期望的,或者是在右箭头之前击中箭头的结果,也许moveDown
没有重置等。