如何停止游戏在后台运行。这个简单的乒乓球游戏是一项学校任务。当ballX <0时,显示showGameOverScreen。然后我希望游戏中断或停止。例如,直到我写“单击以重新启动游戏”。
与when player1Score == 1相同,“ showingWinScreen”。
var canvas;
var canvasContext;
var ballX = 300;
var ballY = 200;
var ballSpeedX = 5;
var ballSpeedY = 5;
var player1Score = 0;
const WINNING_SCORE = 1;
var showingWinScreen = false;
var showingGameoverScreen = true;
var paddle1Y = 150;
const PADDLE_THICKNESS = 10;
const PADDLE_HEIGHT = 100;
window.onload = function() {
canvas = document.getElementById("gameCanvas");
canvasContext = canvas.getContext("2d");
var framesPerSecond = 30;
setInterval(function() {
drawEverything();
moveEverything();
}, 1000 / framesPerSecond);
document.addEventListener('keydown', handleKeyDown, true, );
//sets the function for paddle handling
function handleKeyDown(event) {
var keyCode = event.which || event.keyCode;
switch (keyCode) {
case 38:
paddle1Y -= 5;
break;
case 40:
paddle1Y += 5;
break;
default:
// Avoid preventDefault() when not pressing expected keys
return;
}
// Don't scroll window when pressing UP/DOWN
event.preventDefault();
}
}
function winningScore() {
if (player1Score == WINNING_SCORE) {
showingWinScreen = true;
}
}
function ballReset() {
//ballSpeedX = -ballSpeedX;
ballX = canvas.width / 2;
ballY = canvas.height / 2;
}
function moveEverything() {
//ballX bouncing back
ballX = ballX - ballSpeedX;
//ball starting Y angle
ballY = ballY + ballSpeedY;
if (ballX < 0 /*600*/ ) {
if (ballY > paddle1Y &&
ballY < paddle1Y + PADDLE_HEIGHT) {
ballSpeedX = -ballSpeedX;
}
}
if (ballX > canvas.width /*600*/ ) {
/*ballSpeedX=5;*/
ballSpeedX = -ballSpeedX;
player1Score += 1;
winningScore();
this.removeEventListener(event.type, moveEverything);
}
if (ballY < 0 /*600*/ ) {
/*ballSpeedX=5;*/
ballSpeedY = -ballSpeedY;
}
if (ballY > canvas.height /*400*/ ) {
/*ballSpeedX=5;*/
ballSpeedY = -ballSpeedY;
}
}
//draws all on the gameCanvas wich is black.
function drawEverything() {
//Next line blanks the screen with black
colorRect(0, 0, canvas.width, canvas.height, "black");
if (ballX < 0) {
canvasContext.fillStyle = "white";
canvasContext.fillText("GameOver", canvas.width / 2, 200);
return;
}
if (showingWinScreen) {
canvasContext.fillStyle = "white";
if (player1Score == WINNING_SCORE) {
canvasContext.fillText("You Won!", canvas.width / 2, 200);
}
return;
}
//next line draw left paddle
colorRect(0, paddle1Y, PADDLE_THICKNESS, PADDLE_HEIGHT, "white");
//next line draws ball from the function
colorCircle(ballX, ballY, 10, "white");
canvasContext.fillText(player1Score, 100, 100);
}
// summerize the ball information
function colorCircle(centerX, centerY, radius, drawColor) {
canvasContext.fillStyle = drawColor;
canvasContext.beginPath();
canvasContext.arc(centerX, centerY, radius, 0, Math.PI * 2, true);
canvasContext.fill();
}
//summerize the canvas info, like; Color and width/height
function colorRect(leftX, topY, width, height, drawColor) {
canvasContext.fillStyle = drawColor;
canvasContext.fillRect(leftX, topY, width, height);
}
<canvas id="gameCanvas" width="600" height="400"></canvas>
答案 0 :(得分:1)
当您通过调用setSquareRec
来调用游戏循环时,您需要获取其返回间隔的ID。
现在,当您知道游戏结束时,您需要通过调用setInterval
并使用先前检索到的游戏循环ID来停止该游戏循环。
clearInterval
答案 1 :(得分:0)
您可以捕获驱动游戏循环的setInterval
,并在不再需要运行时清除它。
// Start the game.
var gameInterval = setInterval();
// Stop the game.
clearInterval(gameInterval);