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(); }
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(); } }
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(); } }
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(); }
在 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(); }