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javascript - 一旦玩家经验增加 1,我的跨度就会不断消失

转载 作者:行者123 更新时间:2023-12-02 22:39:24 24 4
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我有一个敌人、玩家、子弹,敌人有生命值,造成 10 点伤害后,玩家经验值增加 1,然后我的/100 跨度消失。我很困惑为什么要这样做。如果我重新启动程序,它会重新出现。

fiddle :https://jsfiddle.net/tmanrocks999/64thbvm3/

我尝试过创建一个 maxplayerexp var 并稍微改变一下跨度,但当你杀死敌人时它会不断消失(“\100”)。

代码:html/javascript

<!DOCTYPE html>
<html>

<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Basic Shooter</title>
<style>
canvas {
border: 4px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>

<body onload="startGame()">
<p>use the arrow keys on you keyboard to move the red square.</p>
<span id="myEnemy1Hp">10</span> <br>
<span id="playerExp">0<span> / <span id = "playerMaxExp">100</span> 🐺

<script>
var myGamePiece;
var endGoalPiece;
var myEnemy1;
var bullets = [];
var myEnemy1Hp = 10;
var damage = 1;
var playerExp = 0;

function startGame() {
myGameArea.start();
myGamePiece = new component(30, 30, "red", 0, 240);
endGoalPiece = new component(30, 30, "black", 450, 240);
myEnemy1 = new component(30, 30, "green", 200, 240);
}

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);
window.addEventListener('keydown', function(e) {
myGameArea.key = e.keyCode;
})
window.addEventListener('keyup', function(e) {
myGameArea.key = false;
})
},
clear: function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}

function component(width, height, color, x, y) {
this.gamearea = myGameArea;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
//this.gravity = 0.05;
//this.gravitySpeed = 0;
this.x = x;
this.y = y;
this.color = color;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY; //+ this.gravitySpeed;
this.hitBottom();
this.hitTop();
this.hitRight();
this.hitLeft();
this.hitObject();

}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;

}
}
this.hitTop = function() {
var rockTop = 0;
if (this.y < rockTop) {
this.y = rockTop;

}
}
this.hitRight = function() {
var rockRight = myGameArea.canvas.width - this.width;
if (this.x > rockRight) {
this.x = rockRight;

}
}
this.hitLeft = function() {
var rockLeft = 0;
if (this.x < rockLeft) {
this.x = rockLeft;

}
}

function enemyRespawn() {
myEnemy1 = new component(30, 30, "green", 200, 240);
myEnemy1Hp = 10;
document.getElementById('myEnemy1Hp').innerHTML = myEnemy1Hp;
myStopFunction();
}



this.hitObject = function() {
myGamePiece.update();
var enemy = myEnemy1.x-11;
if (this.x == enemy) {
myEnemy1Hp = myEnemy1Hp - damage;
bullet= 0,0;
document.getElementById('myEnemy1Hp').innerHTML = myEnemy1Hp;
if(myEnemy1Hp <=0){
playerExp = playerExp+1;
document.getElementById('playerExp').innerHTML = playerExp;
myEnemy1 = new component(0, 0, "green", 0, 0);
myEnemy1.update();
setTimeout(enemyRespawn, 5000);

}

}
}

}

function jump() {
myGamePiece.gravitySpeed = -1;
}

function shootGun() {

let bullet = new component(11, 5, "blue", myGamePiece.x + 27, myGamePiece.y + 13);
bullet.newPos();
bullet.speedX = 1;
bullets.push( bullet );
}


function updateGameArea() {
myGameArea.clear();
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
if (myGameArea.key && myGameArea.key == 37) {
myGamePiece.speedX = -1;
} //left
if (myGameArea.key && myGameArea.key == 39) {
myGamePiece.speedX = 1;
} //right
if (myGameArea.key && myGameArea.key == 38) {
myGamePiece.gravitySpeed = -1;
} //jump
if (myGameArea.key && myGameArea.key == 32) {
shootGun()
} //shoot gun
//if (myGameArea.key && myGameArea.key == 40) {myGamePiece.speedY = 1; }// down
myEnemy1.update();
endGoalPiece.update();
myGamePiece.newPos();
myGamePiece.update();
bullets.forEach( (bullet)=> {
bullet.newPos()
bullet.update();
});
// bullet.newPos();
// bullet.update();
}
</script>
</body>

</html>

我预计当敌人死亡/玩家经验值增加 1 时,\100 的跨度不会从 View 中消失。但目前,只要你杀死敌人,它就会消失。

最佳答案

当您创建<span>时你这样做:

<span id="playerExp">0<span> / <span id = "playerMaxExp">100</span> 🐺

playerExp span 的结束标记缺少斜杠。您有<span>而不是</span> .

将其更改为:

<span id="playerExp">0</span> / <span id="playerMaxExp">100</span> 🐺

关于javascript - 一旦玩家经验增加 1,我的跨度就会不断消失,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58634294/

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