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javascript - 无法弄清楚在 Javascript 代码中在哪里绘制图像

转载 作者:行者123 更新时间:2023-12-03 10:02:27 25 4
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我在尝试将图像放置为“避开小行星”游戏的对象时遇到问题。我能够根据我的书“Foundation: HTML5 Canvas for Games and Entertainment”中所写的内容让游戏本身运行起来。我想比书上写的更进一步。我想用图像替换三 Angular 形的船。但是,我无法弄清楚将 this.draw 的代码放在哪里。我的教授向我们展示了一种方法。当我尝试将其实现到我的代码中时,它不想正常工作。我可以请教一些关于如何将图像放置为船的建议吗?

这是我在进行任何 this.draw 编辑之前从书中获取的工作代码:( http://jsbin.com/tukejopofo/1/ )

$(document).ready(function() {
var canvas = $("#gameCanvas");
var context = canvas.get(0).getContext("2d");

//canvas dimensions
var canvasWidth = canvas.width();
var canvasHeight = canvas.height();
var playGame;
var asteroids;
var numAsteroids;
var player;
var score;
var scoreTimeout;
var arrowUp = 38;
var arrowRight = 39;
var arrowDown = 40;
var arrowLeft = 37;


//game UI
var ui = $("#gameUI");
var uiIntro = $("#gameIntro");
var uiStats = $("#gameStats");
var uiComplete = $("#gameComplete");
var uiPlay = $("#gamePlay");
var uiReset = $(".gameReset");
var uiScore = $(".gameScore");
var soundBackground = $("#gameSoundBackground").get(0);
var soundThrust = $("#gameSoundThrust").get(0);
var soundDeath = $("#gameSoundDeath").get(0);

var Asteroid = function(x, y, radius, vX) {
this.x = x;
this.y = y;
this.radius = radius;
this.vX = vX;
};

var Player = function(x, y) {
this.x = x;
this.y = y;
this.width = 24;
this.height = 24;
this.halfWidth = this.width / 2;
this.halfHeight = this.height / 2;
this.flameLength1 = 20;
this.flameLength2 = 20;
this.vX = 0;
this.vY = 0;

this.moveRight = false;
this.moveUp = false;
this.moveDown = false;
this.moveLeft = false;

};

//Reset and start the game
function startGame() {
//Reset game stats
uiScore.html("0");

uiStats.show();

//set up initial game settings
playGame = false;

asteroids = new Array();
numAsteroids = 10;

score = 0;

player = new Player(150, canvasHeight / 2, 50, 50);


for (var i = 0; i < numAsteroids; i++) {
var radius = 5 + (Math.random() * 10);
var x = canvasWidth + radius + Math.floor(Math.random() * canvasWidth);
var y = Math.floor(Math.random() * canvasHeight);
var vX = -5 - (Math.random() * 5);

asteroids.push(new Asteroid(x, y, radius, vX));
};

$(window).keydown(function(e) {
var keyCode = e.keyCode;
if (!playGame) {
playGame = true;
soundBackground.currentTime = 0;
soundBackground.play();
animate();
timer();
};

if (keyCode == arrowRight) {
player.moveRight = true;
if (soundThrust.paused) {
soundThrust.currentTime = 0;
soundThrust.play();
}
} else if (keyCode == arrowLeft) {
player.moveLeft = true;
} else if (keyCode == arrowUp) {
player.moveUp = true;
} else if (keyCode == arrowDown) {
player.moveDown = true;
}

});

$(window).keyup(function(e) {
var keyCode = e.keyCode;
if (!playGame) {
playGame = true;
animate();
};

if (keyCode == arrowRight) {
player.moveRight = false;
if (keyCode == arrowRight) {
player.moveRight = false;
soundThrust.pause();
}


} else if (keyCode == arrowUp) {
player.moveUp = false;
} else if (keyCode == arrowDown) {
player.moveDown = false;
} else if (keyCode == arrowLeft) {
player.moveLeft = false;
}
});



//start the animation loop
animate();

};

//initialize the game environment
function init() {
uiStats.hide();
uiComplete.hide();

uiPlay.click(function(e) {
e.preventDefault();
uiIntro.hide();
startGame();
});

uiReset.click(function(e) {
e.preventDefault();
uiComplete.hide();
$(window).unbind("keyup");
$(window).unbind("keydown");
soundThrust.pause();
soundBackground.pause();
clearTimeout(scoreTimeout);
startGame();
});
};

function timer() {
if (playGame) {
scoreTimeout = setTimeout(function() {
uiScore.html(++score);
if (score % 5 == 0) {
numAsteroids += 5;
}
timer();
}, 1000);
};
};

//Animation loop that does all the fun stuff
function animate() {
//Clear
context.clearRect(0, 0, canvasWidth, canvasHeight);


var asteroidsLength = asteroids.length;
for (var i = 0; i < asteroidsLength; i++) {
var tmpAsteroid = asteroids[i];

tmpAsteroid.x += tmpAsteroid.vX;

if (tmpAsteroid.x + tmpAsteroid.radius < 0) { //creates bounderies to prevent player from leaving the canvas
tmpAsteroid.radius = 5 + (Math.random() * 10);
tmpAsteroid.x = canvasWidth + tmpAsteroid.radius;
tmpAsteroid.y = Math.floor(Math.random() * canvasHeight);
tmpAsteroid.vX = -5 - (Math.random() * 5);
}

var dX = player.x - tmpAsteroid.x;
var dY = player.y - tmpAsteroid.y;
var distance = Math.sqrt((dX * dX) + (dY * dY));

if (distance < player.halfWidth + tmpAsteroid.radius) { //checks for collision
soundThrust.pause()

soundDeath.currentTime = 0;
soundDeath.play();
//Game over
playGame = false;
clearTimeout(scoreTimeout);
uiStats.hide();
uiComplete.show();

soundBackground.pause();

$(window).unbind("keyup"); //unbinds keys to stop player movement at the end of the game
$(window).unbind("keydown");
};

context.fillStyle = "rgb(255, 255, 255)";
context.beginPath();
context.arc(tmpAsteroid.x, tmpAsteroid.y, tmpAsteroid.radius, 0, Math.PI * 2, true);
context.fill();
};

player.vX = 0;
player.vY = 0;

if (player.moveRight) {
player.vX = 3;
};

if (player.moveLeft) {
player.vX = -3;
};

if (player.moveUp) {
player.vY = -3;
};

if (player.moveDown) {
player.vY = 3;
};

player.x += player.vX;
player.y += player.vY;

if (player.x - player.halfWidth < 20) {
player.x = 20 + player.halfWidth;
} else if (player.x + player.halfWidth > canvasWidth - 20) {
player.x = canvasWidth - 20 - player.halfWidth;
}

if (player.y - player.halfHeight < 20) {
player.y = 20 + player.halfHeight;
} else if (player.y + player.halfHeight > canvasHeight - 20) {
player.y = canvasHeight - 20 - player.halfHeight;
}


if (player.moveRight) {
context.save();
context.translate(player.x - player.halfWidth, player.y);

if (player.flameLength1 == 20) {
player.flameLength1 = 15;
(player.flameLength2 == 20)
player.flameLength2 = 15;
} else {
player.flameLength1 = 20;
player.flameLength2 = 20;
};

context.fillStyle = "orange";
context.beginPath();
context.moveTo(0, -12);
context.lineTo(-player.flameLength1, -7);
context.lineTo(0, -5);
context.closePath();
context.fill();

context.fillStyle = "orange";
context.beginPath();
context.moveTo(0, 12);
context.lineTo(-player.flameLength2, 7);
context.lineTo(0, 5);
context.closePath();
context.fill();

context.restore();

};
//draw ship
context.fillStyle = "rgb(255, 0, 0)";
context.beginPath();
context.moveTo(player.x + player.halfWidth, player.y);
context.lineTo(player.x - player.halfWidth, player.y - player.halfHeight);
context.lineTo(player.x - player.halfWidth, player.y + player.halfHeight);
context.closePath();
context.fill();

while (asteroids.length < numAsteroids) { //adds asteroids as the difficulty increases
var radius = 5 + (Math.random() * 10)
var x = Math.floor(Math.random() * canvasWidth) + canvasWidth + radius;
var y = Math.floor(Math.random() * canvasHeight);
var vX = -5 - (Math.random() * 5);

asteroids.push(new Asteroid(x, y, radius, vX));
}


if (playGame) {
//run the animation loop again in 33 milliseconds
setTimeout(animate, 24);
};
};
init();
});
* {
margin: 0;
padding: 0;
}
html,
body {
height: 100%;
width: 100%;
}
canvas {
display: block;
}
body {
background: #000;
color: #fff;
font-family: Verdana, Arial, sans-serif;
font-size: 18px;
}
h1 {
font-size: 30px;
}
h6 {
font-size: 15px;
}
p {
margin: 0 20px;
}
a {
color: #fff;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
a.button {
background: #185da8;
border-radius: 5px;
display: block;
font-size: 30px;
margin: 40px 0 0 350px;
padding: 10px;
width: 200px;
text-align: center;
}
a.button:hover {
background: #2488f5;
color: #fff;
text-decoration: none;
}
#game {
height: 600px;
left: 50%;
margin: -250px 0 0 -500px;
position: relative;
top: 50%;
width: 980px;
}
#gameCanvas {
background: #001022;
border: 5px solid green;
background-image: url(../images/space.jpg);
background-position: center top;
background-repeat: no-repeat;
background-size: cover;
}
#gameUI {
height: 600px;
position: absolute;
width: 980px;
}
#gameIntro,
#gameComplete {
background: rgba(0, 0, 0, 0.5);
margin: 100px 0 0 10px;
padding: 40px 0;
text-align: center;
}
#gameStats {
font-size: 14px;
margin: 20px 0;
}
#gameStats .gameReset {
margin: 20px 20px 0 0;
position: absolute;
right: 0;
top: 0;
}
<body>
<div id="game">
<div id="gameUI">
<div id="gameIntro">
<h1>Debris Fields of Spiral Galaxy</h1>
<h6>A <i>Galaxy Smuggler's Run</i> Game</h6>
<hr>
<p>You are Captain Amadaeus delivering goods to a dependent planet on the other side of a debris field</p>
<p>Click <i>"Play"</i> and then press any key to start.</p>
<p><a id="gamePlay" class="button" href="">Play!</a>
</p>
</div>
<div id="gameStats">
<p><b>Time: </b><span class="gameScore"></span> seconds</p>
<p><a class="gameReset" href="">Reset</a>
</p>
</div>
<div id="gameComplete">
<h1>Game Over!</h1>
<p>You survived for <span class="gameScore"></span> seconds.</p>
<p>Would you like to give it another go?</p>

<p><a class="gameReset button" href="">Play Again?</a>
</p>
</div>
</div>
<canvas id="gameCanvas" width="980" height="600">

</canvas>
<audio id="gameSoundBackground" loop>
<source src="sounds/background.ogg">
<source src="sounds/background.mp3">
</audio>
<audio id="gameSoundThrust" loop>
<source src="sounds/thrust.ogg">
<source src="sounds/thrust.mp3">
</audio>
<audio id="gameSoundDeath">
<source src="sounds/death.ogg">
<source src="sounds/death.mp3">
</audio>
</div>
</body>

这是我教授绘制图像的代码:( http://jsbin.com/rapayufafe/1/ )

// JS file for the ship

function Ship() {
this.x = 100;
this.y = 100;
this.color = "yellow";
this.fillStyle = "white";

this.vx = 0;
this.vy = 0;

this.ax = 1;
this.ay = 1;
//function "move" that will add velocity to the position of the ship
this.move = function() {
this.x += this.vx;
this.y += this.vy;

}//end move function

//draw the ship
this.draw=function () {
//ship var
var imageObj = new Image();
imageObj.src = "images/ship.png";

//save the current state of the canvas
context.save();
//moving the point of origin (0,0) to the ships x and y coordinates
context.translate(this.x,this.y);

context.lineStyle = this.color;
context.fillStyle = this.fillStyle;

/*context.beginPath();
context.moveTo(25,0);
context.lineTo(-25,25)
context.lineTo(-25,-25)*/

//draw ship
context.drawImage(imageObj,-25,-25,50,50);

context.closePath();
context.stroke();
context.fill();
context.restore();

}//end of draw ship
}//end ship function

/*var asteroidsLength = asteroids.length;
for (var i = 0; i < asteroidsLength; i++) {

var tmpAsteroid = asteroids[i];

context.fillStyle = "gray";
context.beginPath();
context.arc(tmpAsteroid.x, tmpAsteroid.y, tmpAsteroid.radius, 0, Math.PI*2, true);
context.closePath();
context.fill();
};*/

最佳答案

正如您在起始代码中所看到的,您有一个如下所示的部分:

   //draw ship
context.fillStyle = "rgb(255, 0, 0)";
context.beginPath();
context.moveTo(player.x + player.halfWidth, player.y);
context.lineTo(player.x - player.halfWidth, player.y - player.halfHeight);
context.lineTo(player.x - player.halfWidth, player.y + player.halfHeight);
context.closePath();
context.fill();

只需将该代码替换为绘制图像的代码即可。

var imageObj = new Image();
imageObj.src = "images/ship.png";
context.drawImage(imageObj,player.x,player.y);

不过,我建议声明 imageObj 并在代码顶部设置源代码,在其中声明其余变量,这样您就不会在每次要绘制船舶时都加载图像。

关于javascript - 无法弄清楚在 Javascript 代码中在哪里绘制图像,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30519503/

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