// videogame.js
// don't forget to validate at jslint.com
/*jslint devel: true, browser: true */
/*global $*/
$(function () {
"use strict";
// global functions
function boundaryCheck(element_selector) {
var element = $(element_selector);
var universe = $("#universe");
var p = element.position();
if (p.left < 0) {
element.css("left", "0px");
}
if (p.top < 0) {
element.css("top", "0px");
}
if (p.left + element.width() > universe.width()) {
element.css("left", (universe.width() - element.width()) + "px");
}
if (p.top + element.height() > universe.height()) {
element.css("top", (universe.height() - element.height()) + "px");
}
}
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
// Constructor for Player Ship object
function PlayerShip() {
var my = {};
$("#universe").append($("<div>").attr("id", "player"));
my.navigate = function (keys) {
var RIGHTARROW_KEYCODE = 39;
var LEFTARROW_KEYCODE = 37;
var UPARROW_KEYCODE = 38;
var DOWNARROW_KEYCODE = 40;
if (keys === RIGHTARROW_KEYCODE) {
$("#player").css("left", "+=10px");
}
if (keys === LEFTARROW_KEYCODE) {
$("#player").css("left", "-=10px");
}
if (keys === UPARROW_KEYCODE) {
$("#player").css("top", "-=10px");
}
if (keys === DOWNARROW_KEYCODE) {
$("#player").css("top", "+=10px");
}
boundaryCheck("#player");
};
return my;
}
// Constructor for Enemy Ship object
function EnemyShip() {
var my = {};
$("#universe").append($("<div>").attr("id", "enemy"));
my.move = function (paused) {
if (!paused) {
var left = Boolean(getRandomInt(0, 2));
var top = Boolean(getRandomInt(0, 2));
if (left) {
$("#enemy").css("left", "-=" + getRandomInt(1, 10) + "px");
} else {
$("#enemy").css("left", "+=" + getRandomInt(1, 10) + "px");
}
if (top) {
$("#enemy").css("top", "-=" + getRandomInt(1, 10) + "px");
} else {
$("#enemy").css("top", "+=" + getRandomInt(1, 10) + "px");
}
boundaryCheck("#enemy");
}
};
return my;
}
// this might make an asteroid happen, maybe. I don't know if it will work.
function Asteroid() {
var my = {};
$("#universe").append($("<div>").attr("id", "asteroid"));
my.move = function (paused) {
if (!paused) {
var left = Boolean(getRandomInt(0, 2));
var top = Boolean(getRandomInt(0, 2));
if (left) {
$("#asteroid").css("left", "-=" + getRandomInt(1, 10) + "px");
} else {
$("#asteroid").css("left", "+=" + getRandomInt(1, 10) + "px");
}
if (top) {
$("#asteroid").css("top", "-=" + getRandomInt(1, 10) + "px");
} else {
$("#asteroid").css("top", "+=" + getRandomInt(1, 10) + "px");
}
boundaryCheck("#asteroid");
}
};
return my;
}
// Constructor for Game object
function Game() {
// total points
var _health = 1000;
var _time = 0;
// is the game paused?
var _game_paused = false;
// speed of background animation in ms (larger = slower)
var _background_speed = 100;
// player ship
var _player_ship = new PlayerShip();
// enemy ship
var _enemy_ship = new EnemyShip();
var _asteroid = new Asteroid(); //make this an actual thing
var my = {
health: _health,
time: _time,
game_paused: _game_paused,
background_speed: _background_speed,
player_ship: _player_ship,
enemy_ship: _enemy_ship,
asteroid: _asteroid
};
$("#universe").append($("<div>").attr("id", "results"));
$("#results").append($("<h1>"));
$("#universe").append($("<div>").attr("id", "results2"));
$("#results2").append($("<h1>"));
my.health = function (value) {
if (value === undefined) {
return _health;
}
_health = value;
return my;
};
my.time = function (value) {
if (value === undefined) {
return _time;
}
_time = value;
return my;
};
my.game_paused = function (value) {
if (value === undefined) {
return _game_paused;
}
_game_paused = value;
return my;
};
my.background_speed = function (value) {
if (value === undefined) {
return _background_speed;
}
_background_speed = value;
return my;
};
my.player_ship = function (value) {
if (value === undefined) {
return _player_ship;
}
_player_ship = value;
return my;
};
function runtimer() {
_time++;
};
my.enemy_ship = function (value) {
if (value === undefined) {
return _enemy_ship;
}
_enemy_ship = value;
return my;
};
my.asteroid = function (value) {
if (value === undefined) {
return _asteroid;
}
_asteroid = value;
return my;
};
// METHODS
// display total points
my.displayHealth = function () {
$("#results h1").html("Health: " + _health);
};
my.increaseTime = function () {
setInterval(function(){ runTimer() }, 1000)
}
my.displayTimer = function () {
$("#results2 h1").html("Time: "+ _time);
};
my.moveBackground = function () {
if (!_game_paused) {
var background_position = $("#universe")
.css("backgroundPosition")
.split(" ");
var current_x = parseInt(background_position[0], 10);
var current_y = parseInt(background_position[1], 10);
var new_x = current_x - 1;
var new_y = current_y;
$("#universe").css({
"background-position": new_x + "px " + new_y + "px"
});
}
};
my.checkKeys = function () {
var ESCAPE_KEYCODE = 27;
$(document).keydown(function (key_event) {
if (key_event.which === ESCAPE_KEYCODE) {
if (_game_paused) {
_game_paused = false;
$("#pause").remove();
} else {
_game_paused = true;
var pause = $("<div>", {id: "pause"});
$("body").prepend(pause);
}
} else {
_player_ship.navigate(key_event.which);
}
});
};
my.checkCollisions = function (paused) {
var p = $("#player");
var e = $("#enemy");
var ppos = p.position();
var epos = e.position();
if (!paused) {
if (
(
(ppos.left + p.width() < epos.left) ||
(ppos.left > epos.left + e.width())
) ||
(
(ppos.top + p.height() < epos.top) ||
(ppos.top > epos.top + e.height())
)
) {
return false;
} else {
return true;
}
}
};
my.checkAsteroid = function (paused) {
var p = $("#player");
var a = $("#asteroid");
var ppos = p.position();
var apos = a.position();
if (!paused) {
if (
(
(ppos.left + p.width() < apos.left) ||
(ppos.left > apos.left + a.width())
) ||
(
(ppos.top + p.height() < apos.top) ||
(ppos.top > apos.top + a.height())
)
) {
return false;
} else {
return true;
}
}
};
my.play = function () {
_enemy_ship.move(_game_paused);
_asteroid.move(_game_paused);
if (my.checkCollisions(_game_paused)) {
_health --;
my.displayHealth();
} else if (
my.checkAsteroid(_game_paused)) {
_health --;
my.displayHealth();
}
};
return my;
}
var game = new Game();
game.checkKeys();
game.displayHealth();
game.displayTimer();
game.increaseTime();
setInterval(game.moveBackground, game.background_speed);
setInterval(game.play, game.background_speed);
});
我对编程比较陌生。我在高中上了一堂课,非常平庸。我现在正在大学里学习一些入门课程,我的任务是改进一般的太空游戏(我已经开始做了)。我有一个div用于计时器,但由于某种原因,我无法获得任何函数来增加_time变量。几乎就好像他们不允许访问它一样。我有一个名为“runTimer”的函数,它应该在每次运行时将“_time”增加1。我有另一个名为“increaseTime”的函数,它应该每1000毫秒运行一次“runTimer”。尽管变量似乎永远不会增加。这不是我的第一个意大利面条代码实现的计时器,因为我在过去的几个小时里尝试过各种各样的东西。我只是无法理解为什么变量不会增加。
这是一大堆代码。正如RobG指出的那样,尝试将您的问题减少到最简单,完整且可验证的示例。
也就是说,一眼就会看出你的计时器可能正在更新。至少_time
是。
问题可能是你永远不会重新绘制你的div,所以它没有显示更新的值。你需要每次game.displayTimer()
更新时调用_time
。
可能最容易添加的地方是你在setInterval()
的increaseTime()
:
my.increaseTime = function () {
setInterval(function(){
runTimer();
my.displayTime();
}, 1000)
}