HTML 游戏障碍物

  • 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:
    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();
    }
    尝试一下
  • 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。
    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();
      }
    }
    尝试一下
  • 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:
    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();
    }
    尝试一下
  • 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。
    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();
    }
    尝试一下
    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。
    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();
    }
    尝试一下