我需要有关如何解决我遇到的问题的帮助/建议
https://raw.githubusercontent.com/TalvinJoshuaJacobs/TraceBall/master/src
我的任务是用Javascript和HTML编写游戏,用户必须逃离敌人。
我正在努力告诉红色框“障碍”跟着我(绿色框)
有什么建议?
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:20px solid #000000;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
var myObstacle;
function startGame() {
myGamePiece = new component(130, 130, "green", 10, 120);
myObstacle = new component(130, 130, "red", 300, 120);
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 1550;
this.canvas.height = 872;
this.canvas.style.cursor = "none";
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);
},
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();
if (myGameArea.x && myGameArea.y) {
myGamePiece.x = myGameArea.x;
myGamePiece.y = myGameArea.y;
}
myObstacle.x -= 5;
myObstacle.update();
myGamePiece.newPos();
myGamePiece.update();
}
}
</script>
<p>Avoid hitting the obstacle, or else the game will stop.</p>
</body>
</html>
如果您正在寻找实施建议,您应该考虑事件采购。您可以将游戏块作为事件发射器并触发事件,以便在事件发生时移动您的障碍物。
如果你正在使用像webpack这样的捆绑器或类似的东西,你可以使用nodejs EventEmitter,但默认情况下这在浏览器中不可用。 https://www.npmjs.com/package/EventEmitter
查看此repo,了解可在浏览器中使用的事件发射器的简单实现:https://github.com/parallaxisjones/microevent.js
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:20px solid #000000;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
var myObstacle;
function startGame() {
myGamePiece = new component(130, 130, "green", 10, 120);
myObstacle = new component(130, 130, "red", 300, 120);
myGamePiece.on('move', function(params){
// do something with myObstacle
myObstacle.updatePosition(params);
})
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 1550;
this.canvas.height = 872;
this.canvas.style.cursor = "none";
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);
},
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;
//fire an event that can be subscribed to by other things
this.trigger('move', this)
}
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;
}
}
// register components as an event emitter with the microevent lib linked
MicroEvent.mixin(component)
function updateGameArea() {
if (myGamePiece.crashWith(myObstacle)) {
myGameArea.stop();
} else {
myGameArea.clear();
if (myGameArea.x && myGameArea.y) {
myGamePiece.x = myGameArea.x;
myGamePiece.y = myGameArea.y;
}
myObstacle.x -= 5;
myObstacle.update();
myGamePiece.newPos();
myGamePiece.update();
}
}
</script>
<p>Avoid hitting the obstacle, or else the game will stop.</p>
</body>
</html>