我正在创造一种类似于逃逸速度的迷你太空飞船游戏。我似乎无法使惯性正常工作。 我也有转向功能的问题。如果我点击左或右箭头键,则它不会跟随应该发生的圆形类型运动。
$(function() {
var canvas = Raphael('game', 1000, 800);
var background = canvas.rect(0, 0, 1000, 800);
background.attr("fill", "black");
var ship = canvas.rect(200, 200, 10, 35);
ship.attr("fill", "red");
ship.angle = 0;
ship.turnrate = 4;
ship.maxSpeed = 2;
ship.acc = 0;
ship.accSpeed = 0.25;
ship.vel = [0,0];
var up = 0;
var left = 0;
var right = 0;
var speedx = 0;
var speedy = 0;
function moveShip() {
if (left == 1) {
ship.angle = (ship.angle - ship.turnrate) % 360;
}
if (right == 1) {
ship.angle = (ship.angle + ship.turnrate) % 360;
}
if (up == 1) {
if (ship.acc < ship.maxSpeed) {
ship.acc += ship.accSpeed;
}
if (ship.acc > ship.maxSpeed) {
ship.acc = ship.speed;
}
}
if (up == 0) {
if (ship.acc > 0) {
ship.acc -= ship.accSpeed;
}
if (ship.acc < 0) {
ship.acc = 0;
}
}
speedx = ship.vel[0] + ship.acc * Math.sin(ship.angle);
speedy = ship.vel[1] + ship.acc * Math.cos(ship.angle);
ship.vel = [speedx, speedy];
ship.transform("");
ship.rotate(ship.angle);
ship.attr({x: ship.vel[0], y: ship.vel[1]});
$("#stats").text("ship.angle: " + ship.angle
+ " vel[0]: " + ship.vel[0] + " vel[1]: " + ship.vel[1]
+ " ship.speed: " + ship.maxSpeed + " speedx: " + speedx + " speedy: " + speedy);
}
function keyPressed(evt) {
if (evt.keyCode == 38) {
up = 1;
}
if (evt.keyCode == 37) {
left = 1;
}
if (evt.keyCode == 39) {
right = 1;
}
}
function keyReleased(evt) {
if (evt.keyCode == 38) {
up = 0;
}
if (evt.keyCode == 37) {
left = 0;
}
if (evt.keyCode == 39) {
right = 0;
}
}
function gameloop() {
moveShip();
}
$(document).keydown(keyPressed);
$(document).keyup(keyReleased);
setInterval(gameloop, 30);
});
我一直在搜索堆栈溢出和互联网,但大多数问题都与经典的Space Invaders类型游戏有关,不涉及转向或惯性。
任何帮助都会受到赞赏,我真的只是想要了解我所缺少的东西。
答案 0 :(得分:1)
您确定要使用箭头键更改船舶的加速度吗?请记住,加速度是速度的变化率。这意味着,如果你有一个恒定的加速度,那么你的速度将开始增长并增长和增长。很快你就会有一艘太快的船。
聊天室的结果,这里是后人:
$(function() {
var canvas = Raphael('game', 1000, 800);
var background = canvas.rect(0, 0, 1000, 800);
background.attr("fill", "black");
var ship = canvas.rect(200, 200, 10, 35);
ship.attr("fill", "red");
ship.angle = 0;
ship.turnrate = 4;
ship.maxSpeed = 0.25;
ship.acc = 0.25;
ship.vel = [0,0];
ship.pos = [500,400];
var up = 0;
var left = 0;
var right = 0;
var speedx = 0;
var speedy = 0;
function moveShip() {
if (left == 1) {
ship.angle = (ship.angle - ship.turnrate) % 360;
}
if (right == 1) {
ship.angle = (ship.angle + ship.turnrate) % 360;
}
if (up == 1) {
speedx = ship.vel[0] + ship.acc * Math.sin(ship.angle * Math.PI / 180);
speedy = ship.vel[1] - ship.acc * Math.cos(ship.angle * Math.PI / 180);
ship.vel = [speedx, speedy];
}
ship.pos = [ship.pos[0] + speedx, ship.pos[1] + speedy];
ship.transform("");
ship.rotate(ship.angle);
ship.attr({x: ship.pos[0], y: ship.pos[1]});
$("#stats").text("ship.angle: " + ship.angle
+ " vel[0]: " + ship.vel[0] + " vel[1]: " + ship.vel[1]
+ " ship.speed: " + ship.maxSpeed + " speedx: " + speedx + " speedy: " + speedy);
}
function keyPressed(evt) {
if (evt.keyCode == 38) {
up = 1;
}
if (evt.keyCode == 37) {
left = 1;
}
if (evt.keyCode == 39) {
right = 1;
}
}
function keyReleased(evt) {
if (evt.keyCode == 38) {
up = 0;
}
if (evt.keyCode == 37) {
left = 0;
}
if (evt.keyCode == 39) {
right = 0;
}
}
function gameloop() {
moveShip();
}
$(document).keydown(keyPressed);
$(document).keyup(keyReleased);
setInterval(gameloop, 30);
});
修复了两个错误。添加了pos
属性,以便可以单独更新速度和位置。此外,Math.sin
和Math.cos
以弧度为单位,因此我们转换了这些函数的角度。
您可以使用结果:http://jsfiddle.net/mJcN7/8/