Game Controllers

按下按钮可移动红色方块:






掌控一切

现在我们要控制红色方块。

添加四个按钮:上、下、左、右。

为每个按钮编写一个函数,以沿选定方向移动组件。

component 构造函数中创建两个新属性,并将它们命名为 speedX da speedY。这些属性被用作速度指示器。

component 构造函数中添加一个名为 newPos() 的函数,该函数使用 speedX da speedY 属性来更改组件的位置。

在绘制组件之前,从 updateGameArea 函数调用 newPos 函数:

实例

<script>
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;
  }
}
function updateGameArea() {
  myGameArea.clear();
  myGamePiece.newPos();
  myGamePiece.update();
}
function moveup() {
  myGamePiece.speedY -= 1;
}
function movedown() {
  myGamePiece.speedY += 1;
}
function moveleft() {
  myGamePiece.speedX -= 1;
}
function moveright() {
  myGamePiece.speedX += 1;
}
</script>
<button onclick="moveup()">UP</button>
<button onclick="movedown()">DOWN</button>
<button onclick="moveleft()">LEFT</button>
<button onclick="moveright()">RIGHT</button>

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停止移动

如果需要,您可以在释放按钮时使红色方块停止。

添加一个将速度指示器设置为 0 的函数。

为了应对普通屏幕和触摸屏,我们将为这两种设备添加代码:

实例

function stopMove() {
  myGamePiece.speedX = 0;
  myGamePiece.speedY = 0;
}
</script>
<button onmousedown="moveup()" onmouseup="stopMove()" ontouchstart="moveup()">UP</button>
<button onmousedown="movedown()" onmouseup="stopMove()" ontouchstart="movedown()">DOWN</button>
<button onmousedown="moveleft()" onmouseup="stopMove()" ontouchstart="moveleft()">LEFT</button>
<button onmousedown="moveright()" onmouseup="stopMove()" ontouchstart="moveright()">RIGHT</button>

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键盘作为控制器

我们还可以通过键盘上的方向键来控制红色方块。

创建一个方法来检查是否按下了某个键,并将 myGameArea 对象的 key 属性设置为键代码。当松开按键时,将 key 属性设置为 false

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);
    window.addEventListener('keydown', function (e) {
      myGameArea.key = e.keyCode;
    })
    window.addEventListener('keyup', function (e) {
      myGameArea.key = false;
    })
  },
  clear : function(){
    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  }
}

这样,如果按下方向键之一,我们就可以移动红色方块:

实例

function updateGameArea() {
  myGameArea.clear();
  myGamePiece.speedX = 0;
  myGamePiece.speedY = 0;
  if (myGameArea.key && myGameArea.key == 37) {myGamePiece.speedX = -1; }
  if (myGameArea.key && myGameArea.key == 39) {myGamePiece.speedX = 1; }
  if (myGameArea.key && myGameArea.key == 38) {myGamePiece.speedY = -1; }
  if (myGameArea.key && myGameArea.key == 40) {myGamePiece.speedY = 1; }
  myGamePiece.newPos();
  myGamePiece.update();
}

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按下多个键

如果同时按下多个键怎么办?

在上面的例子中,组件只能水平或垂直移动。现在我们希望组件也可以沿对角线移动。

myGameArea 对象创建一个 keys 数组,并为每个按下的键插入一个元素,并为其赋值 true,该值保持 true ,直到不再按下该键,该值在 keyup 事件监听函数中变为 false

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);
    window.addEventListener('keydown', function (e) {
      myGameArea.keys = (myGameArea.keys || []);
      myGameArea.keys[e.keyCode] = true;
    })
    window.addEventListener('keyup', function (e) {
      myGameArea.keys[e.keyCode] = false;
    })
  },
  clear : function(){
    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  }
}
 function updateGameArea() {
  myGameArea.clear();
  myGamePiece.speedX = 0;
  myGamePiece.speedY = 0;
  if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.speedX = -1; }
  if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.speedX = 1; }
  if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speedY = -1; }
  if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speedY = 1; }
  myGamePiece.newPos();
  myGamePiece.update();
}

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amfani da kura mai sauri a matsayin kungiya mai kula

idin da ake so amfani da kura mai sauri domin kula da kungiyar karewa, za a iya: myGameArea fiye da a kira hanyar x da y na kura mai sauri:

实例

var myGameArea = {
  canvas : document.createElement("canvas"),
  start : function() {
    this.canvas.width = 480;
    this.canvas.height = 270;
    this.canvas.style.cursor = "none"; //hide the original cursor
    this.context = this.canvas.getContext("2d");
    document.body.insertBefore(this.canvas, document.body.childNodes[0]);
    this.interval = setInterval(updateGameArea, 20);
    window.addEventListener('mousemove', function (e) {
      myGameArea.x = e.pageX;
      myGameArea.y = e.pageY;
    })
  },
  clear : function(){
    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  }
}

sannan za a iya amfani da kura mai sauri domin sa ido kungiyar karewa:

实例

function updateGameArea() {
  myGameArea.clear();
  if (myGameArea.x && myGameArea.y) {
    myGamePiece.x = myGameArea.x;
    myGamePiece.y = myGameArea.y;
  }
  myGamePiece.update();
}

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sha'awa kan layi domin kula da wasan

wa na iya amfani da sha'awar layi don kula da kungiyar karewa.

myGameArea fiye da a kira hanyar x da y na sha'awar layi:

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);
    window.addEventListener('touchmove', function (e) {
      myGameArea.x = e.touches[0].screenX;
      myGameArea.y = e.touches[0].screenY;
    })
  },
  clear : function(){
    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  }
}

sannan, lokaci da ake yin sha'awa kan layi, za a iya amfani da koda da yake da kura mai sauri don sa ido kungiyar karewa:

实例

function updateGameArea() {
  myGameArea.clear();
  if (myGameArea.x && myGameArea.y) {
    myGamePiece.x = myGameArea.x;
    myGamePiece.y = myGameArea.y;
  }
  myGamePiece.update();
}

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kungiyar tushen

wa na zai kofin din farin a na, a kuma za a yiwa da kungiyar tushen:

实例

function startGame() {
  myGamePiece = new component(30, 30, "red", 10, 120);
  myUpBtn = new component(30, 30, "blue", 50, 10);
  myDownBtn = new component(30, 30, "blue", 50, 70);
  myLeftBtn = new component(30, 30, "blue", 20, 40);
  myRightBtn = new component(30, 30, "blue", 80, 40);
  myGameArea.start();
}

yana kaiyewa fassara fannin da yana kaiyewa da tattuwarin kii (a yadda a yadda kaiyewa shi bata ko).

Kafin yana kaiyewa, yana kaiyewa yana kaiyewa fassara kii da yana kaiyewa.mousedown da mouseup). domin samun tattuwarin ɗaukaru, yana kaiyewa yana kaiyewa da fassara kii da yana kaiyewa.touchstart da touchend):

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);
    window.addEventListener('mousedown', function (e) {
      myGameArea.x = e.pageX;
      myGameArea.y = e.pageY;
    })
    window.addEventListener('mouseup', function (e) {
      myGameArea.x = false;
      myGameArea.y = false;
    })
    window.addEventListener('touchstart', function (e) {
      myGameArea.x = e.pageX;
      myGameArea.y = e.pageY;
    })
    window.addEventListener('touchend', function (e) {
      myGameArea.x = false;
      myGameArea.y = false;
    })
  },
  clear : function(){
    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  }
}

yanzu myGameArea Objeqtin yana kaiyewa da zaɗi ko yana kaiyewa x da y ko naɗi, waɗannan zaɗi suka kamata ga waɗannan yaraɗi suka kamata yana kaiyewa a kan wata dama bata ko naɗi.

Funkshonin na baya yana kaiyewa clickedwato component Funkshonin da yana kaiyewa, yana kiyewa kii wato yana bari kii ba zai.

updateGameArea 函数中,如果单击蓝色按钮之一,我们将执行必要的操作:

实例

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.clicked = function() {
    var myleft = this.x;
    var myright = this.x + (this.width);
    var mytop = this.y;
    var mybottom = this.y + (this.height);
    var clicked = true;
    if ((mybottom < myGameArea.y) || (mytop > myGameArea.y) || (myright < myGameArea.x) || (myleft > myGameArea.x)) {
      clicked = false;
    }
    return clicked;
  }
}
function updateGameArea() {
  myGameArea.clear();
  if (myGameArea.x && myGameArea.y) {
    if (myUpBtn.clicked()) {
      myGamePiece.y -= 1;
    }
    if (myDownBtn.clicked()) {
      myGamePiece.y += 1;
    }
    if (myLeftBtn.clicked()) {
      myGamePiece.x += -1;
    }
    if (myRightBtn.clicked()) {
      myGamePiece.x += 1;
    }
  }
  myUpBtn.update();
  myDownBtn.update();
  myLeftBtn.update();
  myRightBtn.update();
  myGamePiece.update();
}

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