I'm trying to make a ball jump even in midair, but my code always just teleports to the same spot and then jumps, can anydody tell me how to fix this problem of mine? It needs to be able to jump wherever it is at that exact moment, and i've already tried something with set interval.
I'm trying to make a ball jump even in midair, but my code always just teleports to the same spot and then jumps, can anydody tell me how to fix this problem of mine? It needs to be able to jump wherever it is at that exact moment, and i've already tried something with set interval.
I'm trying to make a ball jump even in midair, but my code always just teleports to the same spot and then jumps, can anydody tell me how to fix this problem of mine? It needs to be able to jump wherever it is at that exact moment, and i've already tried something with set interval.
var canvas, ctx, container;
canvas = document.createElement('canvas');
ctx = canvas.getContext("2d");
var ball;
var touchGround = false;
var pull= 0.43;
var vy;
var gravity = pull;
var i = Math.floor(Math.random()*11)
color = ["red", "blue","green","yellow","purple","white","pink","silver","teal","turqu oise","magenta","cyan"];
console.log(color[i])
function ballMovement() {
vy += gravity;
ball.y += vy;
if (ball.y + ball.radius > canvas.height) {
ball.y = canvas.height - ball.radius;
vy = 0;
var img = document.getElementById('gameOver');
ctx.drawImage(gameOver, canvas.width/2-436, 100)
ball.radius = 0;
}
}
function init() {
setupCanvas();
var img = document.getElementById('gameOver');
img.style.visibility = 'hidden';
//how high the ball goes
vy = -19;
var y1 = 450
ball = {
x: canvas.width/2,
//where the ball starts moving upwards
y: 480, //here1
radius: 20,
status: 0,
color: color[i]};
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2, false);
ctx.fillStyle = ball.color;
ctx.fill();
ctx.closePath()
//draw a moving ball
ballMovement();
}
setInterval(draw, 1000 / 35);
function setupCanvas() {
container = document.createElement('div');
container.className = "container";
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(container);
container.appendChild(canvas);
ctx.strokeStyle = "#ffffff";
ctx.lineWidth = 2;
}
window.onclick = function(jump){
pull + 0.1;
touchGround = false;
init()
draw()
ballMovement()
setupCanvas()
vy+((canvas.height-canvas.height)-ball.y);
}
//GOAL
//Ball jumps at somewhere in screen, let it jump wherever it is.
答案 0 :(得分:0)
If I got you correctly you want your ball to go higher and higher. But problem is that you got fixed position where it's starts so where's what you need to change:
var canvas, ctx, container;
canvas = document.createElement('canvas');
canvas.width = 800;
canvas.height = 800;
ctx = canvas.getContext("2d");
var ball = {
y: 480
};
var touchGround = false;
var pull= 0.43;
var vy;
var gravity = pull;
//Creating a variable to know whether our game is running
var gameRunning = 0;
var i = Math.floor(Math.random()*11);
//Adding variable for interval so we can start it with init function
var timer;
color = ["red", "blue","green","yellow","purple","pink","silver","teal","turquoise","magenta","cyan", "black"];
function ballMovement() {
vy += gravity;
ball.y += vy;
if (ball.y + ball.radius > canvas.height) {
ball.y = canvas.height - ball.radius;
vy = 0;
var img = document.getElementById('gameOver');
ctx.drawImage(gameOver, canvas.width/2-436, 100)
ball.radius = 0;
//Stoping the draw function
clearInterval(timer);
//Saying the game isn't running
gameRunning = 0;
}
}
function init() {
//Check if canvas already created
if(!document.querySelector('.container')){
setupCanvas()
}
vy = -19;
var y1 = 450
ball = {
x: canvas.width/2,
y: ball.y,
radius: 20,
status: 0,
color: color[i]
};
//Clearing previous interval if it were any and creating a new one
clearInterval(timer);
timer = setInterval(draw, 1000 / 60);
//Saying the game is running
gameRunning = 1;
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2, false);
ctx.fillStyle = ball.color;
ctx.fill();
ctx.closePath()
ballMovement();
}
function setupCanvas() {
container = document.createElement('div');
container.className = "container";
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(container);
container.appendChild(canvas);
ctx.strokeStyle = "#ffffff";
ctx.lineWidth = 2;
}
window.onclick = function(){
pull + 0.1;
touchGround = false;
//Check if the game is running or not
//If it's not running - call init
if(!gameRunning){
init();
}
else{
//If game is already running - change speed
vy = -19;
}
//I've also removed some function that were starting with init itself
vy+((canvas.height-canvas.height)-ball.y);
}