hero in frowning state我有这个代码,一切都有效,除了障碍物(绿色矩形),它们的命中框甚至是活动的,但它们是不可见的。我花了几个小时浏览代码,看不出问题。
这是代码:
<!DOCTYPE html>
<html>
<head>
<style>
canvas {
position: absolute;
top:0;
bottom: 0;
left: 0;
right: 0;
display: block;
margin: auto;
border: 1px solid #000000;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var hero
var rubbish
var obstacles = [];
var gameSize = {x:window.innerWidth-50,y:window.innerHeight-50};
function startGame() {
myGameArea.start();
hero = new component(gameSize.x/6,gameSize.y/2,30,30,"heroSmile.png","image");
rubbish = new component(gameSize.x*5/6,gameSize.y/2,30,30,"Rubbish.png","image");
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = gameSize.x;
this.canvas.height = gameSize.y;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]); //required for some reason, dont mess with this
this.frameNo = 0;
this.interval = setInterval(updateGameArea,20);
window.addEventListener('keydown', function (e) {
myGameArea.keys = (myGameArea.keys || []);
myGameArea.keys[e.keyCode] = true;
})
window.addEventListener('keyup', function (e) {
myGameArea.keys[e.keyCode] = false;
})
},
clear : function() {
this.context.clearRect(0, 0, gameSize.x, gameSize.y);
}
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
function component(x, y, width, height, color, type) {
this.type = type;
if (type == "image") {
this.image = new Image();
this.image.src = color;
}
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
if (type == "image") {
ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.x += this.speedX;
this.y += this.speedY;
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash;
if ((mybottom < othertop) ||
(mytop > otherbottom) ||
(myright < otherleft) ||
(myleft > otherright)) {crash = false;
} else {crash = true;}
return crash;
}
}
function checkGameSize() {
gameSize = {x:window.innerWidth-50,y:window.innerHeight-50};
myGameArea.canvas.width = gameSize.x;
myGameArea.canvas.height = gameSize.y;
}
function checkKeys() {
var speed = 5;
if (myGameArea.keys && myGameArea.keys[38]) {rubbish.speedY -= speed; };
if (myGameArea.keys && myGameArea.keys[40]) {rubbish.speedY += speed; };
if (myGameArea.keys && myGameArea.keys[37]) {rubbish.speedX -= speed; };
if (myGameArea.keys && myGameArea.keys[39]) {rubbish.speedX += speed; };
if (myGameArea.keys && myGameArea.keys[65]) {hero.speedX -= speed; };
if (myGameArea.keys && myGameArea.keys[68]) {hero.speedX += speed; };
if (myGameArea.keys && myGameArea.keys[87]) {hero.speedY -= speed; };
if (myGameArea.keys && myGameArea.keys[83]) {hero.speedY += speed; };
}
function updateGameArea() {
var x, y;
if (hero.crashWith(rubbish)) {hero.image.src = "heroFrown.png";} else {hero.image.src = "heroSmile.png";}
for (i = 0; i < obstacles.length; i += 1) {if (hero.crashWith(obstacles[i])) {hero.image.src = "heroFrown.png";}}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
y = myGameArea.canvas.height - 200
obstacles.push(new component(x, y, 10, 200, "green"));
}
for (i = 0; i < obstacles.length; i += 1) {
obstacles[i].x += -1;
obstacles[i].update();
}
checkGameSize();
hero.speedX = 0;
hero.speedY = 0;
rubbish.speedX = 0;
rubbish.speedY = 0;
checkKeys();
hero.newPos();
rubbish.newPos();
hero.update();
rubbish.update();
}
</script>
</body>
</html>
答案 0 :(得分:0)
好吧,所以有一些事情,
我创建了一个有效的jsFiddle ......
https://jsfiddle.net/cy3ommq4/4/
但看看我写的评论;
enter code here
我将更新障碍移到了代码块的末尾(基本上你的问题看看 updateGameArea 函数)
<强>更新强> 我刚刚意识到你意味着从最后XD开始的障碍 对不起,我更新了小提琴