我是Javascript的新手并且写了一个基本的pong街机游戏。我试图在游戏中使用图像作为球。我试图用下面的代码替换下面的代码:
var img = new Image();
img.src = "http://yourimage.jpg";
但它不起作用。有什么建议或提示吗?创建HTML对象会更容易吗?顶部的代码段和下面的完整代码。感谢。
//snippet
function colorCircle(centerX,centerY, radius, drawColor){
canvasContext.fillStyle = drawColor;
canvasContext.beginPath();
canvasContext.arc(centerX, centerY, radius, 0, Math.PI*2, true);
canvasContext.fill();
// ball
colorCircle(ballX, ballY, 10, 'green')
}
完整游戏:
<html>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script>
// set my vars
var canvas;
var canvasContext;
var ballX = 50;
var ballY = 50;
var ballSpeedX = 10;
var ballSpeedY = 5;
var player1Score = 0;
var player2Score = 0;
const WINNING_SCORE = 3;
var showingWinScreen = false;
var paddle1Y = 250;
var paddle2Y = 250;
// consts cannot be changed when game is played.
const PADDLE_HEIGHT = 100;
const PADDLE_THICKNESS= 10;
function calculateMousePos(evt) {
var rect = canvas.getBoundingClientRect();
var root = document.documentElement;
var mouseX = evt.clientX - rect.left - root.scrollLeft;
var mouseY = evt.clientY - rect.top - root.scrollTop;
return {
x:mouseX,
y:mouseY
}
}
function handleMouseClick(evt) {
if(showingWinScreen) {
player1Score = 0;
player2Score = 0;
showingWinScreen = false;
}
}
window.onload = function() {
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
var framesPerSecond = 30;
setInterval(function() {
moveEverything();
drawEverything();
}, 1000/framesPerSecond );
canvas.addEventListener('mousedown', handleMouseClick);
// rewatch section 2 lecture 7
canvas.addEventListener('mousemove',
function(evt) {
var mousePos = calculateMousePos(evt);
paddle1Y = mousePos.y-(PADDLE_HEIGHT/2);
});
}
function ballReset() {
if(player1Score >= WINNING_SCORE ||
player2Score >= WINNING_SCORE) {
showingWinScreen = true;
}
ballSpeedX = -ballSpeedX;
ballX = canvas.width/2;
ballY = canvas.height/2;
}
function computerMovement() {
var paddle2YCenter = paddle2Y + (PADDLE_HEIGHT/2);
if(paddle2YCenter < ballY-35) {
paddle2Y += 6;
} else if(paddle2YCenter > ballY+35) {
paddle2Y -= 6;
}
}
function moveEverything() {
if(showingWinScreen){
return;
}
computerMovement();
ballX += ballSpeedX;
ballY += ballSpeedY;
if(ballX < 0) {
if(ballY > paddle1Y &&
ballY < paddle1Y+PADDLE_HEIGHT) {
ballSpeedX = -ballSpeedX
var deltaY = ballY-(paddle1Y+PADDLE_HEIGHT/2);
ballSpeedY = deltaY * .35;
} else {
player2Score += 1; //must be BEFORE ball reset
ballReset();
//++ adds one and
}
}
if(ballX > canvas.width) {
if(ballY > paddle2Y &&
ballY < paddle2Y+PADDLE_HEIGHT) {
ballSpeedX = -ballSpeedX
var deltaY = ballY-(paddle2Y+PADDLE_HEIGHT/2);
ballSpeedY = deltaY * .35;
} else {
player1Score ++;
ballReset();
//--removes one
}
}
if(ballY < 0) {
ballSpeedY = -ballSpeedY;
}
if(ballY > canvas.height) {
ballSpeedY = -ballSpeedY;
}
}
function drawNet() {
for(var i=0;i<canvas.height; i+=40) {
colorRect(canvas.width/2-1, i, 2, 20, 'red');
}
}
function drawEverything() {
// next line blanks out the screen with black
colorRect(0,0,canvas.width,canvas.height,"black");
if(showingWinScreen){
canvasContext.fillStyle = "orange";
if(player1Score >= WINNING_SCORE) {
canvasContext.fillText("Left Player Wins!", 350, 200);
} else if( player2Score >= WINNING_SCORE) {
canvasContext.fillText("Right Player Wins!", 350, 200);
}
canvasContext.fillText("Click to Continue!", 350, 500);
return;
}
drawNet();
//left player paddle
colorRect(0,paddle1Y,PADDLE_THICKNESS,PADDLE_HEIGHT, 'white');
//right player paddle
colorRect(canvas.width-PADDLE_THICKNESS,paddle2Y,PADDLE_THICKNESS,PADDLE_HEIGHT, 'white');
// ball
colorCircle(ballX, ballY, 10, 'green')
canvasContext.fillText(player1Score, 100, 100);
canvasContext.fillText(player2Score, canvas.width - 100, 100);
}
function colorCircle(centerX,centerY, radius, drawColor){
canvasContext.fillStyle = drawColor;
canvasContext.beginPath();
canvasContext.arc(centerX, centerY, radius, 0, Math.PI*2, true);
canvasContext.fill();
}
function colorRect(leftX,topY, width,height, drawColor){
canvasContext.fillStyle = drawColor;
canvasContext.fillRect(leftX,topY, width,height);
}
答案 0 :(得分:1)
你永远不会真正画出图像。您只能使用src指定图像对象。
要实际绘制图像,请在声明图像对象以在正确位置绘制图像后尝试使用此图像:
canvasContext.drawImage(img,ballX,ballY);
答案 1 :(得分:1)
您需要使用CanvasRenderingContext2D.drawImage()
定义一个函数drawBall()
function drawBall(centerX, centerY, radius) {
// get the ball diameter
var diameter = radius * 2;
canvasContext.drawImage(
img,
// the region of clipping from the img
0, 0, img.width, img.height,
// the region of drawing the ball on the canvas
centerX - radius, centerY - radius, diameter, diameter
);
}
替换function drawEverything()
// ball
colorCircle(ballX, ballY, 10, 'green');
到
// ball
drawBall(ballX, ballY, 10);
有关CanvasRenderingContext2D.drawImge()
的更多信息,请转到MDN CanvasRenderingContext2D.drawImage()