我创建一个JavaScript的一些成熟,而我就可以做一个重力系统正。什么情况是,当玩家按下向上箭头键重心降低。问题是,用户可以按向上箭头键多次跳而跳已经。任何方式排序了这一点?这里是我的代码:
<!DOCTYPE>
<html>
<head>
<style>
canvas {
border: 1px solid #000000;
background-color: rgb(0, 200, 200);
}
</style>
</head>
<body onload = "startGame()">
<canvas id="myCanvas" width="750" height="300">
<script>
var myGamePiece;
var floor;
function startGame() {
myGameArea.start();
myGamePiece = new component(30, 30, "red", 10, 230);
floor = new component(750, 10, "green", 0, 260);
}
var myGameArea = {
canvas : document.getElementById('myCanvas'),
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] = (e.type == "keydown");
})
window.addEventListener('keyup', function (e) {
myGameArea.keys[e.keyCode] = (e.type == "keydown");
})
},
clear : function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y) {
this.gamearea = myGameArea;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.gravity = 0.05;
this.gravitySpeed = 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.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height - 10;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
}
function updateGameArea() {
myGameArea.clear();
floor.update();
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
if (myGameArea.keys && myGameArea.keys[37]) {
myGamePiece.speedX = -2.5;
}
if (myGameArea.keys && myGameArea.keys[39]) {
myGamePiece.speedX = 2.5;
}
if (myGameArea.keys && myGameArea.keys[38]) {
accelerate(-0.2)
} else{
accelerate(0.1)
}
if (myGameArea.keys && myGameArea.keys[40]) {
myGamePiece.speedY = 2.5;
}
myGamePiece.newPos();
myGamePiece.update();
}
function accelerate(n) {
myGamePiece.gravity = n;
}
</script>
</canvas>
</body>
</html>
你只需要accelarting前检查myGamePiece.y >=230
我已经在你的代码改变的只有两件事,它工作正常
if (myGameArea.keys && myGameArea.keys[40] && myGamePiece.y >= 230)
最后,如果你的功能updateGameArea()
块
倒数第二,如果你的updateGameArea()
块
if (myGameArea.keys && myGameArea.keys[38]) {
if(myGamePiece.y >= 230) accelerate(-0.2)
}
var myGamePiece;
var floor;
function startGame() {
myGameArea.start();
myGamePiece = new component(30, 30, "red", 10, 230);
floor = new component(750, 10, "green", 0, 260);
}
var myGameArea = {
canvas : document.getElementById('myCanvas'),
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] = (e.type == "keydown");
})
window.addEventListener('keyup', function (e) {
myGameArea.keys[e.keyCode] = (e.type == "keydown");
})
},
clear : function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y) {
this.gamearea = myGameArea;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.gravity = 0.05;
this.gravitySpeed = 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.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height - 10;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
}
function updateGameArea() {
myGameArea.clear();
floor.update();
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
if (myGameArea.keys && myGameArea.keys[37]) {
myGamePiece.speedX = -2.5;
}
if (myGameArea.keys && myGameArea.keys[39]) {
myGamePiece.speedX = 2.5;
}
if (myGameArea.keys && myGameArea.keys[38]) {
if(myGamePiece.y >= 230) accelerate(-0.2)
} else{
accelerate(0.1)
}
if (myGameArea.keys && myGameArea.keys[40] && myGamePiece.y >= 230) {
myGamePiece.speedY = 2.5;
}
myGamePiece.newPos();
myGamePiece.update();
}
function accelerate(n) {
myGamePiece.gravity = n;
}
<body onload = "startGame()">
<canvas id="myCanvas" width="750" height="300">
希望能帮助到你