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JavaScript Pong 游戏延迟

转载 作者:行者123 更新时间:2023-11-27 22:44:55 25 4
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我正在创建一个 JS Pong 游戏,但 Pong 游戏中的球在几秒钟后开始滞后。我尝试停止动画帧,优化代码以获得更好的性能并重写球的代码,但没有任何效果。有人可以帮我吗?

HTML(无 CSS)

<!DOCTYPE html>
<html lang="en">

<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Pong</title>
</head>

<body>
<canvas id="canvas" width="800" height="400" style="background: #000"></canvas>
</body>

</html>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.0/jquery.min.js"></script>
<script src="main.JS"></script>

Javascript(使用 jQuery)

/*
Created : 7 / 18 / 2016
*/

//Bottom comment is used to define JQuery

/*jslint browser: true*/
/*global $, jQuery, alert*/

//Define variables
var canvas, ctx;

var ballX, ballY; //Balls x and y pos
var ballSpeedX, ballSpeedY; //Speed of ball x and y pos

var paddleY, paddleHeight, paddleWidth, aiY; //PaddleY = paddle's y pos and paddleHeight = Centering mouse on paddle

//Score variables
var aiScore, playerScore;

//Set functions

//Gets mouse pos
function getMousePos(e) {

"use strict";

//Define variables
var rect, root, mouseX, mouseY;

rect = canvas.getBoundingClientRect(); //Get canvas outline
root = document.documentElement; //Get html document

mouseX = e.clientX - rect.left - root.scrollLeft;
mouseY = e.clientY - rect.top - root.scrollTop;

//Return x and y pos to page
return {

x: mouseX,
y: mouseY

};

}

//Move ai function
function moveAI() {

"use strict";

var aiYCenter = aiY + paddleHeight / 2;

if (aiYCenter < ballY - 35) {

aiY += 6;

} else if (aiYCenter > ballY + 35) {

aiY -= 6;

}

}

//Animate objects
function animate() {

"use strict";

//Animate ball
ballX += ballSpeedX;
ballY += ballSpeedY;

//Make ai move
moveAI();

return false;

}

function resetBall() {

"use strict";

ballX = canvas.width / 2;
ballY = canvas.height / 2;

//Flip ball
ballSpeedX = -ballSpeedX;

return false;

}

//Detect collisiom
function collision() {

"use strict";

//Right wall
if (ballX > canvas.width) {

//If player paddle hits ball
if (ballY > aiY && ballY < aiY + paddleHeight) {

ballSpeedX = -ballSpeedX;

} else {

//If player paddle doesn't hit ball
resetBall(); //Reset ball function

playerScore += 1; //If ai scores add 1 point to ai's score

}

}
//Left wall
if (ballX < 0) {

//If player paddle hits ball
if (ballY > paddleY && ballY < paddleY + paddleHeight) {

ballSpeedX = -ballSpeedX;

} else {

//If player paddle doesn't hit ball
resetBall(); //Reset ball function

aiScore += 1; //If ai scores add 1 point to ai's score

}

}

if (ballY > canvas.height) { //If ballY does outside of 800px

ballSpeedY = -ballSpeedY;

}
if (ballY <= 0) { //If ballY goes outside of 0px

ballSpeedY = -ballSpeedY;

}

return false;

}

//Make paddle move
function movePaddle(e) {

"use strict";

var pos = getMousePos(e);
paddleY = pos.y - paddleHeight / 2; //Set paddleY to y pos of function and center user's mouse on the paddle

return false;

}

//Draw objects
function draw() {

"use strict";

ctx.clearRect(0, 0, canvas.width, canvas.height); //Clear canvas after animation frame
ctx.fillStyle = "white"; //Set color

//Draw ball
ctx.beginPath();
ctx.arc(ballX, ballY, 10, 0, Math.PI * 2, true);
ctx.fill();

//Draw player paddle
ctx.fillRect(0, paddleY, paddleWidth, paddleHeight);

//Draw ai
ctx.fillRect(canvas.width - paddleWidth, aiY, paddleWidth, paddleHeight);

//Score boarc
ctx.font = "30px Roboto";
//Draw score
ctx.fillText(playerScore, 100, 100); //Player score
ctx.fillText(aiScore, canvas.width - 100, 100);

return false;

}

//When document is ready
$("document").ready(function () {

"use strict";

//Get canvas and set its context
canvas = $("#canvas")[0];
ctx = canvas.getContext("2d");

//Set values to variables

//Set fps
var fps = 30;

ballX = 100;
ballY = 100;
ballSpeedX = 2;
ballSpeedY = 2;

paddleHeight = 100; //Used for centering mouse on paddle
paddleY = canvas.height / 2 - paddleHeight / 1.5; //Set paddle's y pos
paddleWidth = 10; //Width of paddle

//Score variables
aiScore = 0;
playerScore = 0;

aiY = canvas.height / 2 - paddleHeight / 1.5; //Height of ai player

setInterval(function () {

animate();
collision();
$(canvas).bind("mousemove", movePaddle); //Move paddle
draw();

}, fps / 1000);

return false;

});

最佳答案

我做了一些轻微的修改来考虑代码中的帧速率。

请尝试下面的方法。

//Set fps

var fps = 30, frameInterval = 1000/fps, lastTime = new Date().getTime();; // I would increase fps to 60

$(document).ready(function () {

"use strict";

//Get canvas and set its context
canvas = $("#canvas")[0];
ctx = canvas.getContext("2d");

//Set values to variables


ballX = 100;
ballY = 100;
ballSpeedX = 2;
ballSpeedY = 2;

paddleHeight = 100; //Used for centering mouse on paddle
paddleY = canvas.height / 2 - paddleHeight / 1.5; //Set paddle's y pos
paddleWidth = 10; //Width of paddle

//Score variables
aiScore = 0;
playerScore = 0;

aiY = canvas.height / 2 - paddleHeight / 1.5; //Height of ai player
$(canvas).bind("mousemove", movePaddle); //Bind once only
window.requestAnimationFrame(run);

return false;

});


function run() {
var now = new Date().getTime();
var elapsed = now - lastTime;
if(elapsed > frameInterval) {
animate();
collision();

draw();
lastTime = now;
}
window.requestAnimationFrame(run);
}

让我知道它是否有效。

关于JavaScript Pong 游戏延迟,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38472320/

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