我试图为我的游戏制作一张瓷砖地图,所以我不必单独绘制每一块瓷砖(就像我为测试目的所做的那样)。我已经跟踪了几个小时我能找到的每个教程。有人告诉我我的代码有什么问题吗?为了清楚起见,我试图制作something like this.
如果有人可以提供帮助,那就太好了。继承我的代码:
(function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 500,
height = 500,
player = {
x: width / 2,
y: height /2,
width: 48,
height: 64,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false
},
keys = [],
friction = 0.8,
gravity = 0.3;
playerimage = new Image();
playerimage.src = "http://i.imgur.com/iAsPYrz.png";
grassimage = new Image();
grassimage.src = "http://i.imgur.com/2VQp0FO.png";
var grassblocks = [];
// dimensions
grassblocks.push({
x: 0,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x:32*2,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*2,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*3,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*4,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*5,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*6,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*7,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*8,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*9,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*10,
y: height - 32,
width: 32,
height: 32
});
grassblocks.push({
x: 32*11,
y: height - 32,
width: 32,
height: 32
});
canvas.width = width;
canvas.height = height;
function update() {
// check keys
if (keys[38] || keys[32]) {
// up arrow or space
if (!player.jumping && player.grounded) {
player.jumping = true;
player.grounded = false;
player.velY = -player.speed * 2;
}
}
if (keys[39]) {
// right arrow
if (player.velX < player.speed) {
player.velX++;
}
}
if (keys[37]) {
// left arrow
if (player.velX > -player.speed) {
player.velX--;
}
}
player.velX *= friction;
player.velY += gravity;
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "black";
ctx.beginPath();
player.grounded = false;
for (var i = 0; i < grassblocks.length; i++) {
ctx.drawImage(grassimage,grassblocks[i].x, grassblocks[i].y, grassblocks[i].width, grassblocks[i].height);
var dir = colCheck(player, grassblocks[i]);
if (dir === "l" || dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -1;
}
}
if(player.grounded){
player.velY = 0;
}
player.x += player.velX;
player.y += player.velY;
ctx.fill();
ctx.fillStyle = "green";
//ctx.fillRect(player.x, player.y, player.width, player.height);
ctx.drawImage(playerimage,player.x,player.y,player.width,player.height);
requestAnimationFrame(update);
}
function colCheck(shapeA, shapeB) {
// get the vectors to check against
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
// add the half widths and half heights of the objects
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = null;
// if the x and y vector are less than the half width or half height, they we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
// figures out on which side we are colliding (top, bottom, left, or right)
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
}
var mapArray = [
[0, 0, 0, 0 ,0],
[0, 1, 0, 0 ,0],
[0, 0, 0, 0 ,0],
[0, 0, 0, 0 ,0],
[0, 0, 1, 1 ,0]
];
var posX = 0;
var posY = 0;
for (var i = 0; i < mapArray.length; i++) {
for (var j = 0; j < mapArray[i].length; j++) {
if (mapArray[i][j] == 0) {
ctx.drawImage(grassimage,posX,posY,32,32);
}
if (mapArray[i][j] == 1) {
ctx.drawImage(playerimage,posX,posY,32,32);
}
posX+=32;
}
posY+=32;
posX = 0;
}
document.body.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function () {
update();
});
&#13;
<head>
<title>Platformer Game</title>
</head>
<body>
<h3>Arrow keys to move, and space or up arrow to jump</h3>
<canvas id="canvas"></canvas>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: rgb(205,255,255);
}
</style>
</body>
&#13;