游戲障礙

按下按鈕可移動紅色方塊:






添加一些障礙

現在我們想為游戲添加一些障礙。

將新組件添加到游戲區域。將其設為綠色,寬 10 像素,高 200 像素,然后將其放置在右側 300 像素、向下 120 像素的位置。

還要更新每一幀中的障礙物組件:

實例

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();
}

親自試一試

撞到障礙 = 游戲結束

在上面的例子中,當您碰到障礙物時什么也不會發生。在游戲中,這并不令人滿意。

我們如何知道我們的紅色方塊是否撞到了障礙物?

在組件構造函數中創建一個新方法,用于檢查該組件是否與另一個組件相撞。每次幀更新時都應調用此方法,每秒 50 次。

還要向 myGameArea 對象添加 stop() 方法,該方法會清除 20 毫秒的間隔。

實例

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();
  }
}

親自試一試

移動障礙物

障礙物在靜止時沒有危險,因此我們希望它動起來。

每次更新時更改 myObstacle.x 的屬性值:

實例

function updateGameArea() {
  if (myGamePiece.crashWith(myObstacle)) {
    myGameArea.stop();
  } else {
    myGameArea.clear();
    myObstacle.x += -1;
    myObstacle.update();
    myGamePiece.newPos();
    myGamePiece.update();
  }
}

親自試一試

多重障礙

添加多個障礙怎么樣?

為此,我們需要一個用于計算幀數的屬性,以及一個以給定幀速率執行某些操作的方法。

實例

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;
}

如果當前幀編號與給定間隔相對應,則 everyinterval 函數返回 true。

首先,如需定義多個障礙物,將障礙物變量聲明為數組。

其次,我們需要對 updateGameArea 函數做一些更改。

實例

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();
}

親自試一試

updateGameArea 函數中,我們必須循環遍歷每個障礙物來查看是否發生碰撞。如果發生碰撞,updateGameArea 函數將停止,并且不再進行繪制。

updateGameArea 函數對幀進行計數,并每隔 150 幀添加一個障礙物。

隨機大小的障礙

為了增添游戲的難度和趣味,我們將發送隨機大小的障礙物,以便紅色方塊必須上下移動才不會發生碰撞。

實例

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();
}

親自試一試