HTML 游戏障碍物
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定义和使用
按下按钮移动红色方块: -
增加一些障碍
现在我们想给我们的游戏增加一些障碍。向游戏区域添加新组件。把它变成绿色,10px 宽,200px 高,放在右边 300px,向下 120px。同时更新每个帧中的障碍物组件:
尝试一下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(); }
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撞到障碍物=游戏结束
击中障碍物=游戏结束在上面的例子中,当你碰到障碍物时什么都不会发生。在比赛中,这不是很令人满意。我们怎么知道我们的红场是否遇到了障碍?在组件构造函数中创建一个新方法,如果组件与另一个组件崩溃,该方法将检查该方法。每次帧更新时都应调用此方法,每秒 50 次。还要向 myGameArea 对象添加 stop() 方法,这将清除 20 毫秒的间隔。
尝试一下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(); } }
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移动障碍物
障碍物静止时没有危险,所以我们希望它移动。每次更新时更改 myObstacle.x 的属性值:
尝试一下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(); }
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多重障碍
多加障碍怎么样?为此,我们需要一个用于计算帧数的属性,以及一个以给定帧速率执行某些操作的方法。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; }
如果当前帧号与给定的间隔相对应,everyinterval 函数将返回 true。要定义多个障碍,首先将障碍变量声明为数组。其次,我们需要对 updateGameArea 函数进行一些更改。
尝试一下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 函数中,我们必须遍历每个障碍物,以查看是否有崩溃。如果没有完成更新功能,就停止绘图。updateGameArea 函数计算帧数,并为每 150 帧添加一个障碍物。 -
任意大小的障碍物
为了让游戏变得更加困难和有趣,我们将随机设置大小的障碍物,这样红场必须上下移动,以免撞车。
尝试一下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(); }