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Javascript 游戏,让宇宙飞船按间隔射击

转载 作者:行者123 更新时间:2023-11-30 11:12:16 24 4
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我正在研究我的游戏技能(主要是阵列)来生成敌人,现在子弹来击倒他们。我能够在测试时设置项目符号,但只有当我按下一个键(比方说空格键)并且中间没有间隔时才可见,所以浏览器无法一次接受那么多。

有没有什么简单的方法可以让飞船在中间间隔发射子弹(不要让浏览器加载那么多),也许在去 enemy[i].x/y 位置删除敌人时子弹可以消失?

这是我目前尽可能多地清理过的代码(HTML 和 JS 文件。还有一些图像,并将提供游戏的 URL 以在需要时进行检查 - http://sarahkerrigan.biz/spaceship

<!DOCTYPE html>
<html>
<head>
<title>Space Ship</title>
</head>
<body>
<h3>Space Ship</h3>

<canvas id="canvas" width="1000" height="600"></canvas>

<script src="spaceship.js"></script>
</body>
</html>

这是 spaceship.js 文件:

var cvs = document.getElementById("canvas");
var ctx = cvs.getContext("2d");
//-------------------------------

// load images

var player = new Image();
var enemy = new Image();
var bullet = new Image();


player.src = "images/player.png";
enemy.src = "images/enemy.png";
bullet.src = "images/fire.png";
//-------------------------------

// vars
var score = 0;
var pause = 0;

var playerY = 300;
var playerX = 100;

var upPressed = false;
var downPressed = false;
var leftPressed = false;
var rightPressed = false;

// audio
var fire = new Audio();
var hit = new Audio();

fire.src = "sounds/fire.mp3";
hit.src = "sounds/hit.mp3";


//-------------------------------
// on key down
document.addEventListener("keydown", keyDownHandler);

function keyDownHandler(e) {
if (e.keyCode == 87) {
upPressed = true;
}
if (e.keyCode == 83) {
downPressed = true;
}
if (e.keyCode == 65) {
leftPressed = true;
}
if (e.keyCode == 68) {
rightPressed = true;
}
}

// on key up
document.addEventListener("keyup", keyUpHandler);

function keyUpHandler(e) {
if (e.keyCode == 87) {
upPressed = false;
}
if (e.keyCode == 83) {
downPressed = false;
}
if (e.keyCode == 65) {
leftPressed = false;
}
if (e.keyCode == 68) {
rightPressed = false;
}
}




//-------------------------------



function moveUp() {
if (playerY <= canvas.height - canvas.height){
}
else{
playerY -= 6;
}
}

function moveDown() {
if (playerY >= canvas.height - player.height){
}
else{
playerY += 6;
}
}

function moveLeft() {
if (playerX <= canvas.width - canvas.width){
}
else{
playerX -= 6;
}
}

function moveRight() {
if (playerX >= canvas.width - player.width){
}
else{
playerX += 6;
}
}




//-------------------------------
// Enemy coordinates

var enemies = [];

enemies[0] = {
x: cvs.width,
y: 0
};

//-------------------------------

// reload page

function reLoad() {
location.reload(); // reload the page
}


//-------------------------------
// draw images

function draw() {

ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height);

if (upPressed === true) {
moveUp();
}
if (downPressed === true) {
moveDown();
}
if (leftPressed === true) {
moveLeft();
}
if (rightPressed === true) {
moveRight();
}


//-------------------------------
for (var i = 0; i < enemies.length; i++) {

//draw the enemy
ctx.drawImage(enemy, enemies[i].x, enemies[i].y);

// enemy movement speed
enemies[i].x -= 3;

if (enemies[i].x == 880) {
enemies.push({
x: cvs.width,
y: Math.floor(Math.random() * enemy.height) * 10 - enemy.height
});
}

// detect collision

// if enemy hits player
if (playerX + player.width >= enemies[i].x && playerX <= enemies[i].x + enemy.width && (playerY <= enemies[i].y + enemy.height && playerY + player.height >= enemies[i].y)) {
pause = 1;
}
}
//-------------------------------


//draw the player
ctx.drawImage(player, playerX, playerY);



//draw score
ctx.fillStyle = "#fff";
ctx.font = "20px Verdana";
ctx.fillText("Destroyed ships : " + score + "$", 10, cvs.height - 20);


function onPause() {
if (pause >= 1) {
hit.play();
ctx.fillStyle = "#df8a62";
ctx.fillRect(150, 150, 280, 100);

ctx.fillStyle = "#000";
ctx.font = "20px Verdana";
ctx.fillText("You died:", 165, 170);

document.addEventListener("keydown", reLoad);
} else if (pause <= 0) {
requestAnimationFrame(draw);
}
}

onPause();

}

draw();

最佳答案

您想使用时间间隔而不是监听器。

var myVar = setInterval(timeCycle, 50);
function timeCycle() {
//all the stuff you currently have listeners for.
}

这样,当时间间隔发生时,它只会执行一次按键。然后如果你想改变你的射速你添加这样的东西:

setInterval(timeCycle, 50);
rateOfFire = 5;
shootCoolDown = 0;
function timeCycle() {
if (shootPressed === true) {
if(shootCoolDown === 0){
shootCoolDown = rateOfFire;
shoot();
}
}
if (shootCoolDown > 0){
shootCoolDown --;
}
}

这样它会每 5 个游戏周期射击一次(在本例中为每秒 4 发)。

你可以做更多奇特的事情来创建一个增量时间系统来抵消延迟,方法是根据你的 timeCycle 执行所花费的时间来改变你的 sim 速率,但这往往要复杂得多并且容易搞砸,所以我不建议初学者进入那个兔子洞。

[编辑]所以,我最近看到了几个关于 deltaTime 的问题,但没有看到任何关于如何实现它的好例子;所以,这是我拼凑的一个基本示例。要实现它,只需将 GAME STUFF 部分替换为您在游戏周期中发生的实际代码,并通过 delta() 函数运行所有基于时间的值,它会将您的值从每秒单位转换为每个当前帧的单位。

My game us under a load of <input type="text" id="lag" value="100000000"> operations per frame.<br>
My speed is = <input type="text" id="speed" value="500"> px per second<br>
I moved <span id="adjusted"></span>px this frame.<br>
FPS: <span id="fps"></span>

<script>
function wrapDelta(lastTime){
var d = new Date();
var n = d.getSeconds()*1000 + d.getMilliseconds();
if (lastTime >= n) {
lastTime -= 60000;
}
return n - lastTime;
}

function delta(input){
return input * deltaCoeff / 1000;
}

var d = new Date();
var ed = new Date();
var endTime = d.getSeconds()*1000 + d.getMilliseconds();
var startTime = d.getSeconds()*1000 + d.getMilliseconds();
var deltaCoeffMin = 25;
var deltaCoeff = deltaCoeffMin;

setInterval(function () {
d = new Date();
startTime = d.getSeconds()*1000 + d.getMilliseconds();

// START GAME STUFF
var lag = Math.round(Math.sqrt(document.getElementById('lag').value)); //because comparing large numbers caused a wierd lag spike at from 9999999 to 10000000
var speed = document.getElementById('speed').value;
document.getElementById('adjusted').innerHTML = delta(speed);
document.getElementById('fps').innerHTML = (1000/deltaCoeff).toFixed(2);
var i; var j; var k; for (i=0; i<lag; i++){ for (j=0; j<lag; j++){ k = 1234567*1.1;}} //This is just a random math loop to simulate the lag cause by actual game stuff
// END GAME STUFF

ed = new Date();
endTime = ed.getSeconds()*1000 + ed.getMilliseconds();
deltaCoeff = endTime - startTime;
if (deltaCoeff < deltaCoeffMin){deltaCoeff = deltaCoeffMin;}
} , deltaCoeffMin);
</script>

关于Javascript 游戏,让宇宙飞船按间隔射击,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53214506/

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