我正在关注教程并尝试修改一些代码。正如目前的代码所示,一切都处于正常工作状态,球在一个方块周围反弹并从底部的球拍上移开,我想要做的就是当球从球拍上反弹时使球变大。球的大小从15开始,我可以将它增加1-4,但是在5和更高的位置,有一个错误导致球停留在位置并长到屏幕的一半,然后就在那里。我认为随着它的增长它会夹回到桨的击球盒中,然后激活另一个增长并重复。但是,我完全不确定。任何人都能解释一下吗?我将对代码中途负责的变量进行大写评论。非常感谢您的帮助!
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var x = canvas.width / 2; //starting coordinates
var y = canvas.height - 30;
var dx = 2; //rate of movement for ball
var dy = -2;
var ballRadius = 15;
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width - paddleWidth) / 2;
var rightPressed = false;
var leftPressed = false;
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = "#ff0000";
ctx.fill();
ctx.closePath();
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBall();
drawPaddle();
x += dx;
y += dy;
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) { //these ifs cause the ball to bounce off walls
dx = -dx;
}
if (y + dy < ballRadius) {
dy = -dy;
} else if (y + dy > canvas.height - ballRadius) {
if (x > paddleX && x < paddleX + paddleWidth) { //detects paddlebox detection
dy = -dy;
ballRadius += 7; //TROUBLESOME VARIABLE! Work with 1-4 but breaks beyond that.
} else {
alert("GAME OVER");
document.location.reload();
}
}
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
} else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
}
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
function keyDownHandler(e) {
if (e.keyCode == 39) {
rightPressed = true;
} else if (e.keyCode == 37) {
leftPressed = true;
}
}
function keyUpHandler(e) {
if (e.keyCode == 39) {
rightPressed = false;
} else if (e.keyCode == 37) {
leftPressed = false;
}
}
setInterval(draw, 10);
* {
padding: 0;
margin: 0;
}
canvas {
background: #eee;
display: block;
margin: 0 auto;
}
<canvas id="myCanvas" width="480" height="320"></canvas>
答案 0 :(得分:2)
问题是你的绘图功能每10毫秒就会超过一次。所以当你的球击中球拍时,它实际上会触发球多次生长。我的解决方案是在你增加球的大小时如何超时/延迟,以便在下次绘制功能触发之前有时间移开。这是代码。
注意:全屏打开代码段以更好地查看游戏
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var x = canvas.width / 2; //starting coordinates
var y = canvas.height - 30;
var dx = 2; //rate of movement for ball
var dy = -2;
var ballRadius = 15;
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width - paddleWidth) / 2;
var rightPressed = false;
var leftPressed = false;
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = "#ff0000";
ctx.fill();
ctx.closePath();
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBall();
drawPaddle();
x += dx;
y += dy;
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) { //these ifs cause the ball to bounce off walls
dx = -dx;
}
if (y + dy < ballRadius) {
dy = -dy;
} else if (y + dy > canvas.height - ballRadius) {
if (x > paddleX && x < paddleX + paddleWidth) { //detects paddlebox detection
dy = -dy;
setTimeout(function(){ ballRadius += 7; }, 100);
} else {
alert("GAME OVER");
document.location.reload();
}
}
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
} else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
}
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
function keyDownHandler(e) {
if (e.keyCode == 39) {
rightPressed = true;
} else if (e.keyCode == 37) {
leftPressed = true;
}
}
function keyUpHandler(e) {
if (e.keyCode == 39) {
rightPressed = false;
} else if (e.keyCode == 37) {
leftPressed = false;
}
}
setInterval(draw, 10);
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* {
padding: 0;
margin: 0;
}
canvas {
background: #eee;
display: block;
margin: 0 auto;
}
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<canvas id="myCanvas" width="480" height="320"></canvas>
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