我在使用p5.js为视频游戏增光添彩时遇到了麻烦。我正在使用youtube上的编码训练中演示的代码。我决定为自己的代码添加一个计时器,以便生存。
由于某种原因,生命减去5而不是1。无论我将多少加到我的生活变量中,生命都减去5。
这是我的代码:
@commented_blogs = Blog.left_outer_joins(:comments).select('blogs.*, count(comments.*) as comments_count').group(:id).order(comments_count: :desc).limit(3)
let bird;
let pipes = [];
let score = 0;
let lives = 10;
let timer = 20;
let hits = false;
function setup() {
createCanvas(400, 600);
bird = new Bird();
pipes.push(new Pipe());
score = new Score();
}
function draw() {
background(0);
// score = score+velocity;
line(800, 150, 800, 650);
textSize(20);
text("LIVES:", 10, 20);
textSize(20);
text(lives, 80, 20)
for (let i = pipes.length-1; i >= 0; i--){
pipes[i].show();
pipes[i].update();
if (pipes[i].hits(bird)) {
print("HIT");
}
if (pipes[i].offscreen()) {
pipes.splice(i, 1);
}
}
bird.update();
bird.show();
if (frameCount % 100 == 0) {
pipes.push(new Pipe());
}
if (frameCount % 60 == 0 && timer > 0) { // if the frameCount is divisible by 60, then a second has passed. it will stop at 0
timer --;
}
if (timer == 0) {
text("You Win", width/2, height*0.7);
noLoop();
}
if (lives <= 0){
noLoop();
}
}
function keyPressed() {
if (key == ' ') {
bird.up();
}
}
function Bird() {
this.y = height/2;
this.x = 64;
this.gravity = 0.5;
this.velocity = 0;
this.lift = -19;
this.show = function() {
fill(255);
ellipse(this.x, this.y, 32, 32);
}
this.up = function() {
this.velocity += this.lift;
}
this.update = function () {
this.velocity += this.gravity;
this.velocity += 0.9;
this.y += this.velocity;
if (this.y > height) {
this.y = height;
this.velocity = 0;
}
if (this.y < 0) {
this.y = height;
this.velocity = 0;
}
}
}
function Pipe () {
this.top = random(height/2);
this.bottom = random(height/2);
this.x = width;
this.w = 17;
this.speed = 3;
this.hits = function(bird){
if(bird.y < this.top || bird.y > height - this.bottom){
if (bird.x > this.x && bird.x < this.x + this.w){
this.highlight = true;
lives = lives - 1;
return true;
}
}
this.highlight = false;
return false;
}
this.show = function() {
fill(255);
if (this.highlight) {
fill (255, 0, 0);
}
rect(this.x, 0, this.w, this.top);
rect(this.x, height-this.bottom, this.w, this.bottom);
}
this.update = function () {
this.x -= this.speed;
}
this.offscreen = function() {
if (this.x < -this.w) {
return true;
}else {
return false;
}
}
}
更新:
你好,
我已经添加了一个指向正在使用的p5js编辑器的链接。
答案 0 :(得分:1)
问题出在这里(但是我想你已经知道了):
this.hits = function(bird){
if(bird.y < this.top || bird.y > height - this.bottom){
if (bird.x > this.x && bird.x < this.x + this.w){
this.highlight = true;
lives = lives - 1;
return true;
}
}
this.highlight = false;
return false;
}
问题与该函数在被清除之前被调用x次有关。
如果将console.log("hits");
放在lives = lives - 1;
的前面,您应该会在控制台上看到hits
的x个数字。 (顺便说一句,只是lives--;
会做同样的事情。)
在速度较慢的设备上,命中次数可能会减少,在速度较快的设备上,命中次数可能会更高。
在调用this.hits
之后,需要有某种宽限期,并在第二次(或更多次)消除生命之前对其进行检测。
编辑:宽限期代码将类似于播放器图标闪烁,更改颜色或一段时间,然后在该时间过去后失去另一条生命。也许像这样:
// add a new variable to track the status
var graceModeActive = false;
// modify the hits function
this.hits = function(bird){
if (graceModeActive) {
return;
}
if(bird.y < this.top || bird.y > height - this.bottom){
if (bird.x > this.x && bird.x < this.x + this.w){
this.highlight = true;
lives--;
graceModeActive = true;
// change icon code here maybe?
setTimeout(function(){
graceModeActive = false;
// change icon back code here maybe?
},2000);
return true;
}
}
this.highlight = false;
return false;
}