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javascript - HTML5 Canvas 游戏静态实体元素

转载 作者:行者123 更新时间:2023-11-28 02:08:41 26 4
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我正在用画架编写一个 Canvas 游戏。该项目中几乎所有内容都工作正常,唯一的问题是我无法将静态对象添加到该字段。

这是我的演示的链接:http://insidejs.com/game/

我不想带着购物车进入彩色区域。玩家应该绕过这些区域。这个游戏说明了我需要做什么。:http://www.kokogames.com/free-games/91/racing-games/138/e-racer.htm谢谢。

我的项目:

<!DOCTYPE html>
<!--[if IE 7]> <html class="no-js ie7"> <![endif]-->
<!--[if IE 8]> <html class="no-js ie8"> <![endif]-->
<!--[if gt IE 8]><!--> <html class="no-js" lang="tr"><!--<![endif]-->

<head>
<meta http-equiv="Content-type" content="text/html; charset=utf-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<title>Game</title>

<!-- css -->
<link href="assets/css/bootstrap.min.css" rel="stylesheet" type="text/css" />
<link href="assets/css/bootstrap-responsive.min.css" rel="stylesheet" type="text/css" />
<link href="assets/css/screen.css" rel="stylesheet" type="text/css" />
<!-- css -->

<!-- javascript -->
<script type="text/javascript" src="assets/js/jquery.js"></script>
<script type="text/javascript" src="assets/js/bootstrap.min.js"></script>
<script type="text/javascript" src="assets/js/easeljs-0.6.1.min.js"></script>
<script type="text/javascript">

var CANVAS, STAGE, Shopping, GAME;

$(function () {
window.Shopping= {
Game: {}
};
GAME = Shopping.Game;

GAME = new Application();

CANVAS = document.getElementById("game");
STAGE = new createjs.Stage(CANVAS);

GAME.init();
});


var Application = function () {
};

Application.prototype = {
vehicle: null,
vehicleImg: new Image(),
map: null,
mapImg: new Image(),
TURN_FACTOR: 3,
MAX_THRUST: 1,
MAX_VELOCITY: 10,
KEYCODE_UP: 38,
KEYCODE_LEFT: 37,
KEYCODE_RIGHT: 39,
KEYCODE_DOWN: 40,
RIGHT_KEY: false,
LEFT_KEY: false,
UP_KEY: false,
DOWN_KEY: false,
map: null,

init: function () {
GAME.mapImg.src = "assets/images/map.jpg";
GAME.mapImg.name = 'map';
GAME.mapImg.onload = GAME.loadImage();

GAME.vehicleImg.src = "assets/images/vehicle.png";
GAME.vehicleImg.name = 'vehicle';
GAME.vehicleImg.onload = GAME.loadImage();

if (!createjs.Ticker.hasEventListener("tick")) {
createjs.Ticker.addEventListener("tick", GAME.tick);
}
$(document).keydown(GAME.handleKeyDown);
$(document).keyup(GAME.handleKeyUp);
},

loadImage: function () {
GAME.vehicle = new createjs.Bitmap(GAME.vehicleImg);
GAME.vehicle.x = CANVAS.width / 2;
GAME.vehicle.y = CANVAS.height / 2;
GAME.vehicle.width = 100;
GAME.vehicle.height = 69;
GAME.vehicle.regX = GAME.vehicle.width / 2;
GAME.vehicle.regY = GAME.vehicle.height / 2;


GAME.map = new createjs.Bitmap(GAME.mapImg);
GAME.map.scaleX = 1;
GAME.map.scaleY = 1;
GAME.map.width = 3000;
GAME.map.height = 2000;
GAME.map.regX = GAME.map.width / 2;
GAME.map.regY = GAME.map.height / 2;
GAME.map.x = CANVAS.width / 2;
GAME.map.y = CANVAS.height / 2 - 300;
GAME.map.speed = 0;
GAME.map.vX = 0;
GAME.map.vY = 0;

STAGE.addChild(GAME.map);
STAGE.addChild(GAME.vehicle);
STAGE.update();
},

//game listener
tick: function (event) {
if (GAME.LEFT_KEY) {
GAME.vehicle.rotation -= GAME.TURN_FACTOR;
}
if (GAME.RIGHT_KEY) {
GAME.vehicle.rotation += GAME.TURN_FACTOR;
}
if (GAME.UP_KEY) {
GAME.accelarate();
if (GAME.LEFT_KEY) {
GAME.vehicle.rotation -= 5;
}
if (GAME.RIGHT_KEY) {
GAME.vehicle.rotation += 5;
}
}
if (GAME.DOWN_KEY) {
GAME.decelerate();
if (GAME.LEFT_KEY) {
GAME.vehicle.rotation -= 5;
}
if (GAME.RIGHT_KEY) {
GAME.vehicle.rotation += 5;
}
}
STAGE.update(event);
},

handleKeyDown: function (e) {
if (!e) {
var e = window.event;
}
switch (e.keyCode) {
case GAME.KEYCODE_LEFT:
GAME.LEFT_KEY = true;
break;
case GAME.KEYCODE_RIGHT:
GAME.RIGHT_KEY = true;
break;
case GAME.KEYCODE_UP:
e.preventDefault();
GAME.UP_KEY = true;
break;
case GAME.KEYCODE_DOWN:
e.preventDefault();
GAME.DOWN_KEY = true;
break;
}

},

handleKeyUp: function (e) {
if (!e) {
var e = window.event;
}
switch (e.keyCode) {
case GAME.KEYCODE_LEFT:
GAME.LEFT_KEY = false;
break;
case GAME.KEYCODE_RIGHT:
GAME.RIGHT_KEY = false;
break;
case GAME.KEYCODE_UP:
GAME.UP_KEY = false;
break;
case GAME.KEYCODE_DOWN:
GAME.DOWN_KEY = false;
break;
}
},

accelarate: function () {
var angle = GAME.vehicle.rotation;
if (GAME.LEFT_KEY) {
angle -= 5;
}
if (GAME.RIGHT_KEY) {
angle += 5;
}
GAME.map.vX -= Math.cos(angle * Math.PI / 180) * 3;
GAME.map.vY -= Math.sin(angle * Math.PI / 180) * 3;
GAME.map.vX = Math.min(GAME.MAX_VELOCITY, Math.max(-GAME.MAX_VELOCITY, GAME.map.vX));
GAME.map.vY = Math.min(GAME.MAX_VELOCITY, Math.max(-GAME.MAX_VELOCITY, GAME.map.vY));
GAME.map.x += GAME.map.vX;
GAME.map.y += GAME.map.vY;
},

decelerate: function () {
var angle = GAME.vehicle.rotation;

if (GAME.LEFT_KEY) {
angle -= 5;
}
if (GAME.RIGHT_KEY) {
angle += 5;
}
GAME.map.vX += Math.cos(angle * Math.PI / 180) * 3;
GAME.map.vY += Math.sin(angle * Math.PI / 180) * 3;
GAME.map.vX = Math.min(GAME.MAX_VELOCITY, Math.max(-GAME.MAX_VELOCITY, GAME.map.vX));
GAME.map.vY = Math.min(GAME.MAX_VELOCITY, Math.max(-GAME.MAX_VELOCITY, GAME.map.vY));
GAME.map.x += GAME.map.vX;
GAME.map.y += GAME.map.vY;
}

//class end
};


</script>
<!-- javascript -->

</head>
<body>
<div id="page">
<canvas id="game" width="640" height="480"></canvas>
</div>
</body>
</html>

最佳答案

要使碰撞检测适用于您的游戏,您需要对项目进行相当多的更改:目前您有一张大 JPG 作为 map ,如果您尝试让对象与其他对象发生碰撞,这不是一个好主意。

1) 如果您愿意拆分大 JPG map (可能是最快的可接受的解决方案):您可以使用一张大灰色 JPG 作为地板,并将单个绿色位图放置在该地板顶部。然后你可以使用 @WiredPrairie ( https://github.com/olsn/Collision-Detection-for-EaselJS ) 建议的碰撞检测 - 以这种方式进行碰撞检查应该大约需要 3-4 行代码(+分割当前 map.jpg 的工作)。

2)如果您想将该 JPG 保留为 map :我建议您为绿色区域创建自定义矩形,并检查每个帧是否购物车位于此类矩形内。另一种选择是实现一个像 Box2D 这样的物理库(我知道,这需要一些时间才能进入 Box2D 或其他库,我猜你正在寻找一个快速的解决方案,但相信我:这是值得的它)

作为一个不相关的提示:对于像您这样的项目,确实值得一看 Box2D 或其他物理引擎,一旦您掌握了它的工作原理,使用物理库确实有很大帮助;-)

关于javascript - HTML5 Canvas 游戏静态实体元素,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17424493/

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