我知道你可以fillRect
对吗?你可以clearRect
。但是如果有动画会发生什么,你必须删除一个对象,尽管它会从setInterval
重新绘制。你会如何删除fillRect?
以下是一个例子:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var width = canvas.width;
var height = canvas.height;
var circle = function (x, y, radius, fillCircle, color) {
ctx.beginPath();
ctx.fillStyle = color;
ctx.arc(x, y, radius, 0, Math.PI * 2, false);
if (fillCircle) {
ctx.fill();
} else {
ctx.stroke();
}
};
var drawRect = function (x, y, color) {
ctx.fillStyle = color;
ctx.fillRect(x, y, 20, 20)
}
var Object = function (xPos, yPos) {
this.x = xPos;
this.y = yPos;
}
// The Ball constructor
var Ball = function () {
this.x = width / 2;
this.y = height / 2;
this.xSpeed = 0;
this.ySpeed = 0;
this.radius = 10;
};
// Update the ball's position based on its speed
Ball.prototype.move = function () {
this.x += this.xSpeed;
this.y += this.ySpeed;
if (this.x < 11) {
this.x = 11;
} else if (this.x > width - 11) {
this.x = width - 11;
} else if (this.y < 11) {
this.y = 11;
} else if (this.y > height - 11) {
this.y = height - 11;
}
};
// Draw the ball at its current position
Ball.prototype.draw = function () {
circle(this.x, this.y, 10, true, "Black");
};
Object.prototype.draw = function () {
drawRect(this.x, this.y, "Black")
}
Object.prototype.drawKey = function (color) {
drawRect(this.x, this.y, "Yellow")
}
Object.prototype.checkCollision = function (direction) {
return (ball.x-ball.radius < this.x + 20)
&& (ball.x+ball.radius > this.x)
&& (ball.y-ball.radius < this.y + 20)
&& (ball.y+ball.radius > this.y)
;
}
function draw() {
ctx.clearRect(0, 0, width, height);
ball.draw();
object1.draw("Blue");
object2.draw();
object3.draw();
object4.draw();
object5.draw();
key.drawKey();
ctx.strokeRect(0, 0, width, height);
}
function simulate() {
for (z = 0; z < 5; z++) {
var prev_ball_x = ball.x;
var prev_ball_y = ball.y;
ball.move();
// handle collision here
if (object1.checkCollision() || object2.checkCollision() || object3.checkCollision() || object4.checkCollision() || object5.checkCollision()) {
ball.setDirection('stop');
// reset ball's position so they do not overlap
ball.x = prev_ball_x;
ball.y = prev_ball_y;
}
if (key.checkCollision()) {
ball.x = prev_ball_x;
ball.y = prev_ball_y;
}
}
$("body").keyup(function (event) {
ball.setDirection('stop');
})
}
setInterval(function () {
// separate drawing and simulating phases
simulate();
draw();
}, 30);
// Set the ball's direction based on a string
Ball.prototype.setDirection = function (direction) {
if (direction === "up") {
this.xSpeed = 0;
this.ySpeed = -1;
} else if (direction === "down") {
this.xSpeed = 0;
this.ySpeed = 1;
} else if (direction === "left") {
this.xSpeed = -1;
this.ySpeed = 0;
} else if (direction === "right") {
this.xSpeed = 1;
this.ySpeed = 0;
} else if (direction === "stop") {
this.xSpeed = 0;
this.ySpeed = 0;
}
};
// Create the ball object
var ball = new Ball();
var object1 = new Object(50, 0);
var object2 = new Object(50, 20);
var object3 = new Object(50, 40);
var object4 = new Object(50, 60);
var object5 = new Object(50, 80);
var key = new Object(70, 70);
// An object to convert keycodes into action names
var keyActions = {
37: "left",
38: "up",
39: "right",
40: "down"
};
// The keydown handler that will be called for every keypress
$("body").keydown(function (event) {
var direction = keyActions[event.keyCode];
ball.setDirection(direction);
});
<script src="https://code.jquery.com/jquery-2.1.0.js"></script>
<canvas id="canvas" width="800" height="200"></canvas>
用箭头键移动球。当我与黄色块碰撞时,我希望它消失。使用clearRect不会简单,因为它会在setInterval中重绘。我怎么会让它消失?
答案 0 :(得分:2)
通常,当您在游戏中有多个项目时,将它们放入某种objects
数组中,然后当您绘制循环并在每个项目上调用.draw()
时。这样做可以让您删除不需要的项目(例如key
),因此将不再绘制它。在你的情况下,我们可以做的一件事(假设只有一个密钥)就是给你的ball
hasKey
属性。在碰撞时将其设置为false
到true
。然后在内部绘制中,如果你还希望删除碰撞,你可以在碰撞条件下!ball.hasKey && key.checkCollision()
进行关键:
if(!ball.hasKey) key.drawKey();
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var width = canvas.width;
var height = canvas.height;
var circle = function (x, y, radius, fillCircle, color) {
ctx.beginPath();
ctx.fillStyle = color;
ctx.arc(x, y, radius, 0, Math.PI * 2, false);
if (fillCircle) {
ctx.fill();
} else {
ctx.stroke();
}
};
var drawRect = function (x, y, color) {
ctx.fillStyle = color;
ctx.fillRect(x, y, 20, 20)
}
var Object = function (xPos, yPos) {
this.x = xPos;
this.y = yPos;
}
// The Ball constructor
var Ball = function () {
this.x = width / 2;
this.y = height / 2;
this.xSpeed = 0;
this.ySpeed = 0;
this.radius = 10;
this.hasKey = false;
};
// Update the ball's position based on its speed
Ball.prototype.move = function () {
this.x += this.xSpeed;
this.y += this.ySpeed;
if (this.x < 11) {
this.x = 11;
} else if (this.x > width - 11) {
this.x = width - 11;
} else if (this.y < 11) {
this.y = 11;
} else if (this.y > height - 11) {
this.y = height - 11;
}
};
// Draw the ball at its current position
Ball.prototype.draw = function () {
circle(this.x, this.y, 10, true, "Black");
};
Object.prototype.draw = function () {
drawRect(this.x, this.y, "Black")
}
Object.prototype.drawKey = function (color) {
drawRect(this.x, this.y, "Yellow")
}
Object.prototype.checkCollision = function (direction) {
return (ball.x-ball.radius < this.x + 20)
&& (ball.x+ball.radius > this.x)
&& (ball.y-ball.radius < this.y + 20)
&& (ball.y+ball.radius > this.y)
;
}
function draw() {
ctx.clearRect(0, 0, width, height);
ball.draw();
object1.draw("Blue");
object2.draw();
object3.draw();
object4.draw();
object5.draw();
if(!ball.hasKey) key.drawKey();
ctx.strokeRect(0, 0, width, height);
}
function simulate() {
for (z = 0; z < 5; z++) {
var prev_ball_x = ball.x;
var prev_ball_y = ball.y;
ball.move();
// handle collision here
if (object1.checkCollision() || object2.checkCollision() || object3.checkCollision() || object4.checkCollision() || object5.checkCollision()) {
ball.setDirection('stop');
// reset ball's position so they do not overlap
ball.x = prev_ball_x;
ball.y = prev_ball_y;
}
if (!ball.hasKey && key.checkCollision()) {
ball.x = prev_ball_x;
ball.y = prev_ball_y;
ball.hasKey = true;
}
}
$("body").keyup(function (event) {
ball.setDirection('stop');
})
}
setInterval(function () {
// separate drawing and simulating phases
simulate();
draw();
}, 30);
// Set the ball's direction based on a string
Ball.prototype.setDirection = function (direction) {
if (direction === "up") {
this.xSpeed = 0;
this.ySpeed = -1;
} else if (direction === "down") {
this.xSpeed = 0;
this.ySpeed = 1;
} else if (direction === "left") {
this.xSpeed = -1;
this.ySpeed = 0;
} else if (direction === "right") {
this.xSpeed = 1;
this.ySpeed = 0;
} else if (direction === "stop") {
this.xSpeed = 0;
this.ySpeed = 0;
}
};
// Create the ball object
var ball = new Ball();
var object1 = new Object(50, 0);
var object2 = new Object(50, 20);
var object3 = new Object(50, 40);
var object4 = new Object(50, 60);
var object5 = new Object(50, 80);
var key = new Object(70, 70);
// An object to convert keycodes into action names
var keyActions = {
37: "left",
38: "up",
39: "right",
40: "down"
};
// The keydown handler that will be called for every keypress
$("body").keydown(function (event) {
var direction = keyActions[event.keyCode];
ball.setDirection(direction);
});
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<script src="https://code.jquery.com/jquery-2.1.0.js"></script>
<canvas id="canvas" width="800" height="200"></canvas>
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