所以我正在为一个学校项目制作这个非常基本的游戏。我让所有基本控制器都在工作,跳跃,左右导航,但我一直在努力寻找使角色能够射击的方法。我也想做到这一点,就像每次拍摄之间的休息一样,就像一个螺栓动作。碰撞部分应该没有问题,因此在那里不需要帮助。
(function() {
var requestAnimationFrame =
window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 640,
height = 480,
player = {
x: width / 2,
y: height - 140,
width: 35,
height: 90,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false
},
keys = [],
friction = 0.8,
gravity = 0.3;
var hovedkarakterBilde = new Image();
hovedkarakterBilde.src = "mc1.png";
var boxes = [];
// dimensions
boxes.push({
// venstre vegg
x: 0,
y: 0,
width: 10,
height: height
});
boxes.push({
// gulv
x: 0,
y: height - 68,
width: width,
height: 1
});
boxes.push({
x: 120,
y: 250,
width: 80,
height: 80
});
boxes.push({
x: 170,
y: 275,
width: 80,
height: 80
});
boxes.push({
x: 220,
y: 325,
width: 80,
height: 80
});
boxes.push({
x: 270,
y: 225,
width: 40,
height: 40
});
canvas.width = width;
canvas.height = height;
function update() {
// check keys
if (keys[38]) {
// 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 < boxes.length; i++) {
ctx.rect(boxes[i].x, boxes[i].y, boxes[i].width, boxes[i].height);
var dir = colCheck(player, boxes[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.drawImage(
hovedkarakterBilde,
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;
}
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();
});
HTML:
</head>
<body>
<canvas id="canvas" style="background: url('bakgrunn1.png')"></canvas>
</body>
<script src="spillv2.js"></script>
答案 0 :(得分:0)
首先要考虑的是子弹是命中扫描还是弹丸。命中扫描意味着当子弹发射时,子弹立即击中目标。这可以通过使用射线投射检查是否撞击到对象来完成。基于弹丸的子弹是指用户指向某个方向时,子弹实际上会“移动”。这可以通过向播放器添加“子弹”数组来实现。因此,当玩家单击时,将在项目列表中添加项目符号对象。该项目符号对象将在绘制循环中自行绘制,并将从用户移动到其指向的方向。
添加延迟很简单,您可以拥有一个“ cooldown”变量,该变量是一个持续n毫秒的计数器。当用户触发时,计数器设置为n,并开始递减计数到0。当用户触发时,您可以再次触发。
答案 1 :(得分:0)
好吧,您可以创建一个shoot(e)
函数,例如,当用户按下(keydown)空间然后创建一个新数组时,该函数将被调用,假设ammo[]
。然后,在shoot()
内,您将执行以下操作:
const ammo = [];
let shooting = false;
function shoot(e) {
e = e || event;
const key = e.keyCode;
if(shooting) return; // This will prevent from shooting more bullets while holding space
// So you'd need to press space for each time you want to shoot.
if(key == 32) { // Key code 32 is SPACE
shooting = true;
// You get the coordinates from your player, from which the bullet will shoot
ammo.push({
x: player.x,
y: player.y + (player.height / 2)
// Player.height / 2 is basically setting the ammo at the middle of the character
});
}
}
然后,我假设您在update()
函数中进行了所有更新(是的,从逻辑上讲:D),您将执行类似的操作:
function update() {
// Insert it somewhere
for(let i = 0; i < ammo.length; i++) {
// The "theBullet" part refers to either your image for the bullet
ctx.drawImage(theBullet, ammo[i].x, ammo[i].y;
ammo[i].x++ // Or however fast you'd like it to go.
}
}
希望它有点清晰,我正在自己开发一款太空射击游戏类型的游戏,快要完成了,所以在这里分享了我的一些代码:)并不意味着它是最好的,但是它确实可以做到:)