Spil hindring
- Forrige side Spil controller
- Næste side Spil points
按下按钮可移动红色方块:
添加一些障碍
现在我们想为游戏添加一些障碍。
将新组件添加到游戏区域。将其设为绿色,宽 10 像素,高 200 像素,然后将其放置在右侧 300 像素、向下 120 像素的位置。
还要更新每一帧中的障碍物组件:
实例
var myGamePiece; var myObstacle; function startGame() { myGamePiece = new component(30, 30, "red", 10, 120); myObstacle = new component(10, 200, "green", 300, 120); myGameArea.start(); } function updateGameArea() { myGameArea.clear(); myObstacle.update(); myGamePiece.newPos(); myGamePiece.update(); }
Kollision med barriere = spillet er slut
I det ovenstående eksempel sker der intet, når du rammer en barriere. Det er ikke tilfredsstillende i et spil.
Hvordan ved vi, om vores røde blok har ramt en barriere?
Opret en ny metode i komponentkonstruktøren til at kontrollere om komponenten kolliderer med en anden komponent. Denne metode skal kaldes ved hver rammeopdatering, 50 gange pr. sekund.
endnu mere til myGameArea
tilføjelse af objekt stop()
metode, der vil fjerne 20 millisekunders interval.
实例
var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.interval = setInterval(updateGameArea, 20); }, clear : function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); }, stop : function() { clearInterval(this.interval); } } function component(width, height, color, x, y) { this.width = width; this.height = height; this.speedX = 0; this.speedY = 0; this.x = x; this.y = y; this.update = function() { ctx = myGameArea.context; ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } this.newPos = function() { this.x += this.speedX; this.y += this.speedY; } this.crashWith = function(otherobj) { var myleft = this.x; var myright = this.x + (this.width); var mytop = this.y; var mybottom = this.y + (this.height); var otherleft = otherobj.x; var otherright = otherobj.x + (otherobj.width); var othertop = otherobj.y; var otherbottom = otherobj.y + (otherobj.height); var crash = true; if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) { crash = false; } return crash; } } function updateGameArea() { if (myGamePiece.crashWith(myObstacle)) { myGameArea.stop(); } else { myGameArea.clear(); myObstacle.update(); myGamePiece.newPos(); myGamePiece.update(); } }
移动障碍物
障碍物在静止时没有危险,因此我们希望它动起来。
每次更新时更改 myObstacle.x
的属性值:
实例
function updateGameArea() { if (myGamePiece.crashWith(myObstacle)) { myGameArea.stop(); } else { myGameArea.clear(); myObstacle.x += -1; myObstacle.update(); myGamePiece.newPos(); myGamePiece.update(); } }
多重障碍
添加多个障碍怎么样?
为了这个,我们需要一个用于计算帧数的属性,以及一个以给定帧速率执行某些操作的方法。
实例
var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.frameNo = 0; this.interval = setInterval(updateGameArea, 20); }, clear : function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); }, stop : function() { clearInterval(this.interval); } } function everyinterval(n) { if ((myGameArea.frameNo / n) % 1 == 0) {return true;} return false; }
如果当前帧编号与给定间隔相对应,则 everyinterval 函数返回 true。
首先,如需定义多个障碍物,将障碍物变量声明为数组。
其次,我们需要对 updateGameArea 函数做一些更改。
实例
var myGamePiece; var myObstacles = []; function updateGameArea() { var x, y; for (i = 0; i < myObstacles.length; i += 1) { if (myGamePiece.crashWith(myObstacles[i])) { myGameArea.stop(); return; } } myGameArea.clear(); myGameArea.frameNo += 1; if (myGameArea.frameNo == 1 || everyinterval(150)) { x = myGameArea.canvas.width; y = myGameArea.canvas.height - 200 myObstacles.push(new component(10, 200, "green", x, y)); } for (i = 0; i < myObstacles.length; i += 1) { myObstacles[i].x += -1; myObstacles[i].update(); } myGamePiece.newPos(); myGamePiece.update(); }
i updateGameArea
Funktionen skal gennemgå hver hindring for at tjekke om der er sket en kollision. Hvis der er sket en kollision, stopper updateGameArea-funktionen og stopper med at tegne.
updateGameArea
Funktionen tæller rammer og tilføjer en hindring hver 150 rammer.
Tilfeldigt store hindringer
For at øge spillets sværhedsgrad og sjov, vil vi sende tilfeldigt store hindringer, så den røde blok skal bevæge sig op og ned for at undgå kollisioner.
实例
function updateGameArea() { var x, height, gap, minHeight, maxHeight, minGap, maxGap; for (i = 0; i < myObstacles.length; i += 1) { if (myGamePiece.crashWith(myObstacles[i])) { myGameArea.stop(); return; } } myGameArea.clear(); myGameArea.frameNo += 1; if (myGameArea.frameNo == 1 || everyinterval(150)) { x = myGameArea.canvas.width; minHeight = 20; maxHeight = 200; height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight); minGap = 50; maxGap = 200; gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap); myObstacles.push(new component(10, height, "green", x, 0)); myObstacles.push(new component(10, x - height - gap, "green", x, height + gap)); } for (i = 0; i < myObstacles.length; i += 1) { myObstacles[i].x += -1; myObstacles[i].update(); } myGamePiece.newPos(); myGamePiece.update(); }
- Forrige side Spil controller
- Næste side Spil points