目前我正在创建一个Javascript游戏。我已经成功创建了所有游戏部分以及游戏的基本功能应该如何工作。但是,我有2个问题,我似乎无法解决,而且我已经找了几个星期,现在试图弄清楚如何去做。如果我的玩家被屏幕上的摔倒,我无法弄清楚如何让游戏产生游戏结果。另外,我不确定只要玩家仍然“活着”,我怎么能让分数持续增加。如果有人可以证明如何做这些事情或者指导我如何做一个教程或文章的方向,那将是非常有帮助的。
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
const seeded = (() => {
var seed = 1;
return {
max: 2576436549074795,
reseed(s) {
seed = s
},
random() {
return seed = ((8765432352450986 * seed) + 8507698654323524) % this.max
},
}
})();
const randSeed = (seed) => seeded.reseed(seed);
const randSI = (min, max = min + (min = 0)) => (seeded.random() % (max - min)) + min;
const randS = (min, max = min + (min = 0)) => (seeded.random() / seeded.max) * (max - min) + min;
randSeed(100); // seed the random generators
function Player(color, keymap, x) {
this.x = (typeof x === 'undefined') ? 1 : x;
this.y = 7;
this.width = 15;
this.height = 15;
this.speed = 10;
this.velX = 0;
this.velY = 0;
this.jumping = false;
this.keymap = {}
for (let key in keymap) {
switch (keymap[key]) {
case 'jump':
this.keymap[key] = this.jump
break;
case 'left':
this.keymap[key] = this.moveLeft
break;
case 'right':
this.keymap[key] = this.moveRight
break;
}
}
this.color = color;
} // Player()
Player.prototype.jump = function() {
if (!this.jumping) {
this.jumping = true;
this.velY = -this.speed * 1.5;
}
}
Player.prototype.moveRight = function() {
if (this.velX < this.speed) {
this.velX++;
}
}
Player.prototype.moveLeft = function() {
if (this.velX > -this.speed) {
this.velX--;
}
}
// Globals
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 700,
height = 600,
keys = [],
friction = .9,
gravity = .9;
canvas.width = width;
canvas.height = height;
// Set up players
var players = [];
players.push(new Player('purple', {
32: 'jump',
37: 'left',
38: 'jump',
39: 'right'
}))
/*players.push(new Player('yellow', {
56: 'jump',
52: 'left',
54: 'right'
}, width-25))*/
players.push(new Player('blue', {
87: 'jump',
65: 'left',
68: 'right'
}, (width-25)/2))
function update() {
ctx.clearRect(0, 0, width, height);
addPlatformsToBottom(); // will add platforms if needed
drawPlatforms();
players.forEach(player => {
// check player-specific keys
for (let i in player.keymap) {
if (keys[i] && typeof player.keymap[i] === 'function')
player.keymap[i].bind(player)();
}
player.velX *= friction;
player.velY += gravity;
player.x += player.velX;
player.y += player.velY;
if (player.x >= width - player.width) {
player.x = width - player.width;
} else if (player.x <= 0) {
player.x = 0;
}
if (player.y >= height - player.height) {
player.y = height - player.height;
player.jumping = false;
player.velY = 0;
}
testPlayerForPlatforms(player);
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
}) // player.forEach
requestAnimationFrame(update);
}
document.body.addEventListener("keydown", function(e) {
// console.log(e.keyCode);
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function() {
update();
});
function testPlayerForPlatforms(player) {
player.hitPlatform = false; // reset platform hit flag
for (var i = 0; i < platforms.length; i++) {
var p = platforms[i];
if (p.active) {
testPlayer(player, p);
if (player.hitPlatform) {
break; // stop search as player has hit a platform
}
}
}
}
function drawPlatforms() { // draws all platforms and move up
platformInfo.lastPlatformY += platformInfo.speed;
for (var i = 0; i < platforms.length; i++) {
var p = platforms[i];
if (p.active) {
p.yPos += platformInfo.speed;
if (p.yPos + p.height < 0) { // platform above top
p.active = false; // turn it off
} else {
p.draw();
}
}
}
}
function addPlatformsToBottom() {
while (platformInfo.lastPlatformY < ctx.canvas.height) {
generateLevel();
}
}
// some constants and vars to control random generation of platforms
const platformInfo = {
speed: -2.5,
height: 8, // platform height
minLength: 100, // in pixels
maxLength: 300,
vertSpacing: 100, // distance between platforms
minHorSpacing: 50, // should be larger than player
maxHorSpacing: 80,
lastPlatformY: 100, // y position of last platform created
maxHoleCount: 3,
color: "#FFF",
}
// array object holds platforms
const platforms = [];
// a platform template object that will be used to create platforms from
const platform = {
left: 0,
right: 0,
yPos: 0,
height: 0, // thickness
active: false, // true if platform in use
color: "#F84",
draw() { // function to draw the platform
ctx.fillStyle = this.color;
ctx.fillRect(this.left, this.yPos, this.right - this.left, this.height);
},
init(left, right, yPos) { // function to initialize
// alias to save typing.
const pI = platformInfo
this.yPos = yPos;
this.left = left;
this.right = right;
this.height = pI.height;
this.color = pI.color;
this.active = true;
},
}
// function adds platforms to array. If no inactive platforms a
// new one is created
function addPlatform() {
var platform;
for (var i = 0; i < platforms.length; i++) {
if (!platforms[i].active) { // is the platform inactive
platform = platforms[i];
break; // stop searching
}
}
if (!platform) { // if no inactive platform then create a new one
platform = createPlatform();
platforms.push(platform);
}
return platform;
}
// a function to create a platform object
function createPlatform(customProps = {}) { // custom props can be used to modify the
// platform in future. For now it just defaults to empty
return Object.assign({}, platform, customProps);
}
// creates a set of platforms for a single level
function generateLevel() {
var numHoles = randSI(1, platformInfo.maxHoleCount);
var spacing = ctx.canvas.width / (numHoles); // get spacing
var ypos = platformInfo.lastPlatformY;
platformInfo.lastPlatformY += platformInfo.vertSpacing;
var left = 0; // the starting left edge
for (var i = 1; i <= numHoles; i++) { // create numHoles
var platform = addPlatform();
var holeOffset = randSI(-spacing, 0);
platform.init(left, spacing * i + holeOffset, ypos);
left = spacing * i + holeOffset + randSI(platformInfo.minHorSpacing, platformInfo.maxHorSpacing);
}
// add the last platform
platform = addPlatform();
platform.init(left, ctx.canvas.width, ypos);
}
function testPlayer(player, platform) {
var p, pl; // p for player, pl for platform
p = player;
pl = platform;
// is the player above or below platform
if (!(p.x + p.width < pl.left || p.x > pl.right)) { // yes
if (p.velY > 0 && p.y < pl.yPos) { // is player moving down and above platform
if (p.y + p.height > pl.yPos) { //is bottom of player below top of platform
// must have hit platform
p.jumping = false;
p.y = pl.yPos - p.height; // move player so that it is on the platform
p.velY = 0;
p.hitPlatform = true; // flag a platform has been hit
}
} else if (p.y + p.height > pl.yPos + pl.height) { // player must be moving up so check if below platform
if (p.y < pl.yPos + pl.height) { // is top of player above bottom of platform
// must have hit head on platform
p.velY = 0;
p.y = pl.yPos + pl.height;
p.jumping = false;
p.hitPlatform = true; // flag a platform has been hit
}
}
}
}
#score {
color:white;
font-size:35px;
}
0<html>
<head>
<title>Square Stairs™</title>
</head>
<body bgcolor="#000">
<div id="score">SCORE:</div>
<br><br><br> <!-- line breaks to move canvas away from SO title bar that gets in the way when switching to full page mode -->
<canvas id="canvas" style="border:3px solid #fff"></canvas>
</body>
</html>
这是我目前的代码。我在网站CodePen上制作,这是我的原始代码。我与Unity或任何其他编码平台无关,所以如果您有任何关于如何解决这个问题的信息,它必须能够在CodePen网站上运行。谢谢你的帮助。
答案 0 :(得分:0)
我已为您的代码添加了代码,请查找////////////////////
我在源代码中添加了以下内容:
添加了checkPlayerBounds(player)
和addToScore(x)
checkPlayerBounds(player)
检查屏幕上是否已按下player
。
addToScore(x)
为真,则 score
会增加scoreShouldUpdate
变量和分数 HTML元素。
添加了全局变量updates
,score
和scoreShouldUpdate
。
updates
会跟踪update()
函数被调用的次数。score
会跟踪比赛得分。在update()
功能中添加了代码。
checkPlayerBounds
功能。这一切都有效,唯一的问题是玩家在屏幕边缘开始/关闭,所以得分不会更新,直到你的项目改变为止。
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
const seeded = (() => {
var seed = 1;
return {
max: 2576436549074795,
reseed(s) {
seed = s
},
random() {
return seed = ((8765432352450986 * seed) + 8507698654323524) % this.max
},
}
})();
const randSeed = (seed) => seeded.reseed(seed);
const randSI = (min, max = min + (min = 0)) => (seeded.random() % (max - min)) + min;
const randS = (min, max = min + (min = 0)) => (seeded.random() / seeded.max) * (max - min) + min;
randSeed(100); // seed the random generators
///////////////////////////
// This function increases the score by 'x' amount.
///////////////////////////
function addToScore(x){
if(scoreShouldUpdate){
score += x;
var scoreElement = document.getElementById("score");
scoreElement.innerHTML = "Score: " + score;
}
}
function checkPlayerBounds(player){
if(player.y >= 0){
scoreShouldUpdate = false;
// Insert game over stuff here.
}
}
function Player(color, keymap, x) {
this.x = (typeof x === 'undefined') ? 1 : x;
this.y = 7;
this.width = 15;
this.height = 15;
this.speed = 10;
this.velX = 0;
this.velY = 0;
this.jumping = false;
this.keymap = {}
for (let key in keymap) {
switch (keymap[key]) {
case 'jump':
this.keymap[key] = this.jump
break;
case 'left':
this.keymap[key] = this.moveLeft
break;
case 'right':
this.keymap[key] = this.moveRight
break;
}
}
this.color = color;
} // Player()
Player.prototype.jump = function() {
if (!this.jumping) {
this.jumping = true;
this.velY = -this.speed * 1.5;
}
}
Player.prototype.moveRight = function() {
if (this.velX < this.speed) {
this.velX++;
}
}
Player.prototype.moveLeft = function() {
if (this.velX > -this.speed) {
this.velX--;
}
}
// Globals
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 700,
height = 600,
keys = [],
friction = .9,
gravity = .9;
//////////////////////////////
//New variables for score increase
//////////////////////////////
var updates = 0;
var score = 0;
var scoreShouldUpdate = true;
canvas.width = width;
canvas.height = height;
// Set up players
var players = [];
players.push(new Player('purple', {
32: 'jump',
37: 'left',
38: 'jump',
39: 'right'
}))
/*players.push(new Player('yellow', {
56: 'jump',
52: 'left',
54: 'right'
}, width-25))*/
players.push(new Player('blue', {
87: 'jump',
65: 'left',
68: 'right'
}, (width-25)/2))
function update() {
/////////////////////////////////////
// You can change the '5' to something else to change the rate of which score is increased.
/////////////////////////////////////
if(updates == 5){
updates = 0;
addToScore(1);
}
updates++;
ctx.clearRect(0, 0, width, height);
addPlatformsToBottom(); // will add platforms if needed
drawPlatforms();
players.forEach(player => {
// check player-specific keys
for (let i in player.keymap) {
if (keys[i] && typeof player.keymap[i] === 'function')
player.keymap[i].bind(player)();
}
player.velX *= friction;
player.velY += gravity;
player.x += player.velX;
player.y += player.velY;
if (player.x >= width - player.width) {
player.x = width - player.width;
} else if (player.x <= 0) {
player.x = 0;
}
if (player.y >= height - player.height) {
player.y = height - player.height;
player.jumping = false;
player.velY = 0;
}
testPlayerForPlatforms(player);
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
//My code
checkPlayerBounds(player);
}) // player.forEach
requestAnimationFrame(update);
}
document.body.addEventListener("keydown", function(e) {
// console.log(e.keyCode);
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function() {
update();
});
function testPlayerForPlatforms(player) {
player.hitPlatform = false; // reset platform hit flag
for (var i = 0; i < platforms.length; i++) {
var p = platforms[i];
if (p.active) {
testPlayer(player, p);
if (player.hitPlatform) {
break; // stop search as player has hit a platform
}
}
}
}
function drawPlatforms() { // draws all platforms and move up
platformInfo.lastPlatformY += platformInfo.speed;
for (var i = 0; i < platforms.length; i++) {
var p = platforms[i];
if (p.active) {
p.yPos += platformInfo.speed;
if (p.yPos + p.height < 0) { // platform above top
p.active = false; // turn it off
} else {
p.draw();
}
}
}
}
function addPlatformsToBottom() {
while (platformInfo.lastPlatformY < ctx.canvas.height) {
generateLevel();
}
}
// some constants and vars to control random generation of platforms
const platformInfo = {
speed: -2.5,
height: 8, // platform height
minLength: 100, // in pixels
maxLength: 300,
vertSpacing: 100, // distance between platforms
minHorSpacing: 50, // should be larger than player
maxHorSpacing: 80,
lastPlatformY: 100, // y position of last platform created
maxHoleCount: 3,
color: "#FFF",
}
// array object holds platforms
const platforms = [];
// a platform template object that will be used to create platforms from
const platform = {
left: 0,
right: 0,
yPos: 0,
height: 0, // thickness
active: false, // true if platform in use
color: "#F84",
draw() { // function to draw the platform
ctx.fillStyle = this.color;
ctx.fillRect(this.left, this.yPos, this.right - this.left, this.height);
},
init(left, right, yPos) { // function to initialize
// alias to save typing.
const pI = platformInfo
this.yPos = yPos;
this.left = left;
this.right = right;
this.height = pI.height;
this.color = pI.color;
this.active = true;
},
}
// function adds platforms to array. If no inactive platforms a
// new one is created
function addPlatform() {
var platform;
for (var i = 0; i < platforms.length; i++) {
if (!platforms[i].active) { // is the platform inactive
platform = platforms[i];
break; // stop searching
}
}
if (!platform) { // if no inactive platform then create a new one
platform = createPlatform();
platforms.push(platform);
}
return platform;
}
// a function to create a platform object
function createPlatform(customProps = {}) { // custom props can be used to modify the
// platform in future. For now it just defaults to empty
return Object.assign({}, platform, customProps);
}
// creates a set of platforms for a single level
function generateLevel() {
var numHoles = randSI(1, platformInfo.maxHoleCount);
var spacing = ctx.canvas.width / (numHoles); // get spacing
var ypos = platformInfo.lastPlatformY;
platformInfo.lastPlatformY += platformInfo.vertSpacing;
var left = 0; // the starting left edge
for (var i = 1; i <= numHoles; i++) { // create numHoles
var platform = addPlatform();
var holeOffset = randSI(-spacing, 0);
platform.init(left, spacing * i + holeOffset, ypos);
left = spacing * i + holeOffset + randSI(platformInfo.minHorSpacing, platformInfo.maxHorSpacing);
}
// add the last platform
platform = addPlatform();
platform.init(left, ctx.canvas.width, ypos);
}
function testPlayer(player, platform) {
var p, pl; // p for player, pl for platform
p = player;
pl = platform;
// is the player above or below platform
if (!(p.x + p.width < pl.left || p.x > pl.right)) { // yes
if (p.velY > 0 && p.y < pl.yPos) { // is player moving down and above platform
if (p.y + p.height > pl.yPos) { //is bottom of player below top of platform
// must have hit platform
p.jumping = false;
p.y = pl.yPos - p.height; // move player so that it is on the platform
p.velY = 0;
p.hitPlatform = true; // flag a platform has been hit
}
} else if (p.y + p.height > pl.yPos + pl.height) { // player must be moving up so check if below platform
if (p.y < pl.yPos + pl.height) { // is top of player above bottom of platform
// must have hit head on platform
p.velY = 0;
p.y = pl.yPos + pl.height;
p.jumping = false;
p.hitPlatform = true; // flag a platform has been hit
}
}
}
}
&#13;
#score {
color:white;
font-size:35px;
}
&#13;
<html>
<head>
<title>Square Stairs™</title>
</head>
<body bgcolor="#000">
<div id="score">SCORE:</div>
<br><br><br> <!-- line breaks to move canvas away from SO title bar that gets in the way when switching to full page mode -->
<canvas id="canvas" style="border:3px solid #fff"></canvas>
</body>
</html>
&#13;