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我对计算机科学非常陌生,目前我正在开始制作一个基本的弹球游戏。我让脚蹼移动的计划只是通过按向左箭头键将图像从向上位置的图像更改为向下位置的图像。
这是我的代码(一些代码是以前游戏留下的,目前没有使用)
var flipper = new flipperClass(0, 400, 200, 200, "paddleL.png");
// This class is for the user-controlled flipper object
function flipperClass(flipperX, flipperY, flipperWidth, flipperHeight, flipperImg) {
// Constructor
this.x = flipperX;
this.y = flipperY;
this.width = flipperWidth;
this.height = flipperHeight;
this.img = new Image();
this.img.src = flipperImg;
// Movement methods - don't let flipper move off the screen
this.moveLeft = function() {
if (this.x > 5) {
this.x -= 5;
}
}
// Draw method
this.draw = function() {
c.drawImage(this.img, this.x, this.y, this.width, this.height);
}
}
// This class is for the ball object
function ballClass() {
// Constructor
this.x = 50;
this.y = 100;
this.width = 40;
this.height = 40;
// dx and dy represent the ball object's speed in
// the x- and y-direction respectively
this.dx = 7;
this.dy = 7;
this.img = new Image();
this.img.src = "ball.png";
// This function returns true if this ball intersects "obj", where "obj" is
// either a bumper object or a flipper object. Returns false otherwise.
this.intersects = function(obj) {
if (this.x < obj.x + obj.width &&
this.x + this.width > obj.x &&
this.y < obj.y + obj.height &&
this.y + this.height > obj.y) {
return true;
} else {
return false;
}
}
// Main update function for ball, takes care of:
// 1. ball movement
// 2. edge logic (bounce off of edges, die at the bottom edge)
// 3. bounce off of flipper
// 4. eliminate bumper that we hit
this.update = function() {
// Move
this.x += this.dx;
this.y += this.dy;
// Bounce off of left wall
if (this.x < 0 && this.dx < 0) {
this.dx *= -1;
}
// Bounce off of right wall
if (this.x + this.width > cWidth && this.dx > 0) {
this.dx *= -1;
}
// Bounce off of top
if (this.y < 0 && this.dy < 0) {
this.dy *= -1;
}
// Bottom edge: ball dies, start new ball
if (this.y + this.height > cHeight && this.dy > 0) {
lives -= 1;
if (lives == 0) {
gameState = "gameover";
}
ball.x = 50;
ball.y = 100;
sndKick.currentTime = 0;
sndKick.play();
}
// bounce off of flipper
if (this.intersects(flipper)) {
this.dy *= -1
sndTop.currentTime = 0;
sndTop.play();
}
// eliminate bumper that we hit
for (i = 0; i < 16; i++) {
if (tomatoArray[i].bVisible == true &&
this.intersects(tomatoArray[i])) {
score += 10;
tomatoArray[i].bVisible = false;
if (this.dy < 0) {
this.dy *= -1;
}
sndSnare.currentTime = 0;
sndSnare.play();
}
}
}
// Draw method
this.draw = function() {
c.drawImage(this.img, this.x, this.y, this.width, this.height);
}
}
// This class is for the on-screen bumper objects
function tomatoClass(x, y) {
// Constructor
this.x = x;
this.y = y;
this.width = 40;
this.height = 40;
this.bVisible = true; // tomatoes start off being visible
this.img = new Image();
this.img.src = "hitBall.png";
// Draw method
this.draw = function() {
if (this.bVisible) {
c.drawImage(this.img, this.x, this.y, this.width, this.height);
}
}
}
// Canvas context; used to call Canvas methods
var c;
// Canvas width and height.
var cWidth, cHeight;
// Stores the current keyboard state
var curkeys = [];
// Stores keys that have been newly pressed since last update
var newkeys = [];
// Our global variables (flipper, ball, tomatoes)
var flipper, ball;
var tomatoArray = [];
// The current game state, can be one of: "play", "gameover"
var gameState = "instructions";
var score = 0;
var lives = 3;
var sndCymbal = new Audio('cymbal.wav');
var sndKick = new Audio('buzzer.wav');
var sndSnare = new Audio('hit.mp3');
var sndTop = new Audio('jump.mp3');
var flipperDirection = "down";
// Initializes entire game framework. This method should only be called
// once, by the body onload event handler.
function gameFrameworkInit()
{
// Initialize key arrays
for (i = 0; i < 256; i++) {
curkeys[i] = false;
newkeys[i] = false;
}
// Initialize global variables for canvas
c = myCanvas.getContext('2d');
cWidth = myCanvas.width;
cHeight = myCanvas.height;
// Initialize global variables for our game
flipper = new flipperClass();
ball = new ballClass();
// Populate tomatoArray[] with 16 tomatoes spread out near the top of the canvas
for (i = 0; i < 16; i++) {
tomatoArray[i] = new tomatoClass(50 * i, 20);
}
// Start listeners for getting keyboard state
window.addEventListener('keydown',
function(e) {
if (!curkeys[e.keyCode]) {
curkeys[e.keyCode] = true;
newkeys[e.keyCode] = true;
}
}
);
window.addEventListener('keyup',
function(e) {
curkeys[e.keyCode] = false;
}
);
// Schedule the update function to be called right before the next repaint.
// (At the end of the update function, it will schedule itself to be called
// again before the NEXT repaint, and so on.
window.requestAnimationFrame(gameUpdate);
}
// Main update loop for the entire game
function gameUpdate() {
if (gameState == "play") {
ball.update();
flipper.update();
if (curkeys[37] == true) {
flipperPosition = "up";
flipper.img.src = "ball.png";
}
if (curkeys[37] == false) {
flipperPosition = "down";
flipper.img.src = "paddleL.png";
}
if (curkeys[39] == true) {
flipper.x += 5;
}
if (curkeys[40] == true) {
flipper.y += 5;
}
if (curkeys[38] == true) {
flipper.y -= 5;
}
}
if (gameState == "gameover") {
if (newkeys[13]) {
location.reload();
}
}
if (gameState == "instructions") {
if (newkeys[13]) {
gameState = "play"
}
}
// Reset newkeys
for (i = 0; i < 256; i++) {
newkeys[i] = false;
}
// At the end of the update function, repaint the screen
gameDraw();
// Last thing the update function does is to schedule itself to be called
// again before the next repaint
window.requestAnimationFrame(gameUpdate);
}
// Main draw loop for the entire game
function gameDraw() {
// Clear the canvas before we draw the current frame
c.clearRect(0, 0, cWidth, cHeight);
// Draw flipper/ball/bumper
if (gameState == "play") {
flipper.draw();
ball.draw();
for (i = 0; i < 16; i++) {
tomatoArray[i].draw();
}
c.font = "14px Arial";
c.fillText("Your Score is: " + score, 680, 10);
c.fillText("Lives: " + lives, 600, 10);
}
if (gameState == "instructions") {
c.font = "20px orbitron";
c.fillText("Welcome To Virtual Pinball", 250, 300);
c.fillText("Use The Arrow Keys to Move The Flippers", 250, 325);
c.fillText("Move the Flippers to hit ball", 250, 350);
c.fillText("Try to hit the ball around the playfield!", 250, 375);
}
if (gameState == "gameover") {
c.font = "17px Arial";
c.fillText("Game Over", 250, 300);
c.fillText("Your Score is: " + score, 250, 400);
c.fillText("Press Enter to Play Again", 250, 425)
}
}
<html>
<head>
<style>
canvas {
background-image: url("wood.png");
}
</style>
</head>
<body onload="gameFrameworkInit()">
<canvas id="myCanvas" width="800" height="600"></canvas>
</body>
</html>
<html>
<head>
<style>
canvas{
background-image: url("wood.png");
}
</style>
<script>
var flipper = new flipperClass(0, 400, 200, 200, "paddleup.png");
// This class is for the user-controlled flipper object
function flipperClass(flipperX, flipperY, flipperWidth, flipperHeight, flipperImg)
{
// Constructor
this.x = flipperX;
this.y = flipperY;
this.width = flipperWidth;
this.height = flipperHeight;
this.img = new Image();
this.img.src = flipperImg;
// Movement methods - don't let flipper move off the screen
this.moveLeft = function()
{
if (this.x > 5)
{
this.x -= 5;
}
}
// Draw method
this.draw = function()
{
c.drawImage(this.img, this.x, this.y, this.width, this.height);
}
}
// This class is for the ball object
function ballClass()
{
// Constructor
this.x = 50;
this.y = 100;
this.width = 40;
this.height = 40;
// dx and dy represent the ball object's speed in
// the x- and y-direction respectively
this.dx = 7;
this.dy = 7;
this.img = new Image();
this.img.src = "ball.png";
// This function returns true if this ball intersects "obj", where "obj" is
// either a bumper object or a flipper object. Returns false otherwise.
this.intersects = function(obj)
{
if (this.x < obj.x + obj.width &&
this.x + this.width > obj.x &&
this.y < obj.y + obj.height &&
this.y + this.height > obj.y)
{
return true;
}
else
{
return false;
}
}
// Main update function for ball, takes care of:
// 1. ball movement
// 2. edge logic (bounce off of edges, die at the bottom edge)
// 3. bounce off of flipper
// 4. eliminate bumper that we hit
this.update = function()
{
// Move
this.x += this.dx;
this.y += this.dy;
// Bounce off of left wall
if (this.x < 0 && this.dx < 0)
{
this.dx *= -1;
}
// Bounce off of right wall
if (this.x + this.width > cWidth && this.dx > 0)
{
this.dx *= -1;
}
// Bounce off of top
if (this.y < 0 && this.dy < 0)
{
this.dy *= -1;
}
// Bottom edge: ball dies, start new ball
if (this.y + this.height > cHeight && this.dy > 0)
{
lives -= 1;
if (lives == 0)
{
gameState = "gameover";
}
ball.x = 50;
ball.y = 100;
sndKick.currentTime = 0;
sndKick.play();
}
// bounce off of flipper
if (this.intersects(flipper))
{
this.dy *= -1
sndTop.currentTime = 0;
sndTop.play();
}
// eliminate bumper that we hit
for (i = 0; i < 16; i++)
{
if (tomatoArray[i].bVisible == true &&
this.intersects(tomatoArray[i]))
{
score += 10;
tomatoArray[i].bVisible = false;
if (this.dy < 0)
{
this.dy *= -1;
}
sndSnare.currentTime = 0;
sndSnare.play();
}
}
}
// Draw method
this.draw = function()
{
c.drawImage(this.img, this.x, this.y, this.width, this.height);
}
}
// This class is for the on-screen bumper objects
function tomatoClass(x, y)
{
// Constructor
this.x = x;
this.y = y;
this.width = 40;
this.height = 40;
this.bVisible = true; // tomatoes start off being visible
this.img = new Image();
this.img.src = "hitBall.png";
// Draw method
this.draw = function()
{
if (this.bVisible)
{
c.drawImage(this.img, this.x, this.y, this.width, this.height);
}
}
}
// Canvas context; used to call Canvas methods
var c;
// Canvas width and height.
var cWidth, cHeight;
// Stores the current keyboard state
var curkeys = [];
// Stores keys that have been newly pressed since last update
var newkeys = [];
// Our global variables (flipper, ball, tomatoes)
var flipper, ball;
var tomatoArray = [];
// The current game state, can be one of: "play", "gameover"
var gameState = "instructions";
var score = 0;
var lives = 3;
var sndCymbal = new Audio('cymbal.wav');
var sndKick = new Audio('buzzer.wav');
var sndSnare = new Audio('hit.mp3');
var sndTop = new Audio('jump.mp3');
var flipperDirection = "down";
// Initializes entire game framework. This method should only be called
// once, by the body onload event handler.
function gameFrameworkInit()
{
// Initialize key arrays
for (i = 0; i < 256; i++){
curkeys[i] = false;
newkeys[i] = false;
}
// Initialize global variables for canvas
c = myCanvas.getContext('2d');
cWidth = myCanvas.width;
cHeight = myCanvas.height;
// Initialize global variables for our game
flipper = new flipperClass();
ball = new ballClass();
// Populate tomatoArray[] with 16 tomatoes spread out near the top of the canvas
for (i = 0; i < 16; i++){
tomatoArray[i] = new tomatoClass(50*i, 20);
}
// Start listeners for getting keyboard state
window.addEventListener('keydown',
function(e){
if (!curkeys[e.keyCode]){
curkeys[e.keyCode] = true;
newkeys[e.keyCode] = true;
}
}
);
window.addEventListener('keyup',
function(e){ curkeys[e.keyCode] = false; }
);
// Schedule the update function to be called right before the next repaint.
// (At the end of the update function, it will schedule itself to be called
// again before the NEXT repaint, and so on.
window.requestAnimationFrame(gameUpdate);
}
// Main update loop for the entire game
function gameUpdate()
{
if (gameState == "play")
{
ball.update();
flipper.update();
if(curkeys[37]== true)
{
flipperPosition = "up";
flipper.img.src = "paddleup.png";
}
if(curkeys[37]== false)
{
flipperPosition = "down";
flipper.img.src = "paddledown.png";
}
if(curkeys[39]== true)
{
flipper.x += 5;
}
if(curkeys[40]== true)
{
flipper.y += 5;
}
if(curkeys[38]== true)
{
flipper.y -= 5;
}
}
if (gameState == "gameover")
{
if (newkeys[13])
{
location.reload();
}
}
if (gameState == "instructions")
{
if (newkeys[13])
{
gameState = "play"
}
}
// Reset newkeys
for (i = 0; i < 256; i++)
{
newkeys[i] = false;
}
// At the end of the update function, repaint the screen
gameDraw();
// Last thing the update function does is to schedule itself to be called
// again before the next repaint
window.requestAnimationFrame(gameUpdate);
}
// Main draw loop for the entire game
function gameDraw()
{
// Clear the canvas before we draw the current frame
c.clearRect(0, 0, cWidth, cHeight);
// Draw flipper/ball/bumper
if (gameState == "play" )
{
flipper.draw();
ball.draw();
for (i = 0; i < 16; i++)
{
tomatoArray[i].draw();
}
c.font = "14px Arial";
c.fillText("Your Score is: " + score, 680, 10);
c.fillText("Lives: " + lives, 600, 10);
}
if (gameState == "instructions")
{
c.font = "20px orbitron";
c.fillText("Welcome To Virtual Pinball", 250, 300 );
c.fillText("Use The Arrow Keys to Move The Flippers", 250, 325);
c.fillText("Move the Flippers to hit ball", 250, 350);
c.fillText("Try to hit the ball around the playfield!", 250, 375);
}
if (gameState == "gameover")
{
c.font = "17px Arial";
c.fillText("Game Over", 250, 300);
c.fillText("Your Score is: " + score, 250, 400);
c.fillText("Press Enter to Play Again", 250, 425)
}
}
</script>
</head>
<body onload="gameFrameworkInit()">
<canvas id="myCanvas" width="800" height="600"></canvas>
</body>
</html>
最佳答案
这是我乍一看发现的问题:
您需要声明myCanvas
:
var myCanvas = document.getElementById("myCanvas");
您需要调用gameFrameworkInit();
某处,否则你的游戏将无法初始化并且无法启动。
<script>
block 到 <body>
的末尾低于<canvas>
标记或使用任何其他方式延迟 JavaScript 执行,直到 <canvas>
可以从脚本内访问 DOM 元素。关于javascript - HTML 基本弹球游戏,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/43990069/
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