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javascript - 如何添加 "Play Again"按钮

转载 作者:行者123 更新时间:2023-12-04 07:29:10 25 4
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代码链接供引用: https://editor.p5js.org/tpant963/sketches/wQy1zfKBW
你好!所以我使用 p5.js 制作了一个 Java OOP 概念复习游戏,其中一个问题出现在屏幕上,周围漂浮着气泡,上面有单词关联。如果单击气泡时气泡变为绿色,则表示您单击了正确的答案/关联。如果它变成红色,那么你点击了不正确的。
我想让我的游戏,如果所有正确的答案都被点击(意味着所有可能变成绿色的气泡都被点击),然后会出现一个“再玩一次”按钮,如果你点击它,然后游戏重新开始你可以再玩一次。
我怎样才能做到这一点?这是一个尝试的示例,它使我在美学上最接近我想要的最终结果,但是当我单击“再次播放”时,它无法返回主菜单并实际重新启动游戏此外,我仍然可以单击“不正确的”气泡并产生相同的结果,这是我不想要的。

let menu = 0;

function draw() {
if (menu == 1) {
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);

//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})

if (answerCount > currentQuestion.correct.length){
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)

//Add button to return to main menu.
fill(255, 0, 255);
rect(180, 400, 250, 75);
stroke(100);
strokeWeight(3);
textSize(26);
text('PLAY AGAIN', 230, 450);
}
}
然后我尝试了同样的事情,但尝试在游戏结束时将 mousePressed() 函数分配给“再次播放”按钮。这是代码:
if (answerCount > currentQuestion.correct.length){
menu = 4;
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)

//Add button to return to main menu.
fill(255, 0, 255);
rect(180, 400, 250, 75);
stroke(100);
strokeWeight(3);
textSize(26);
text('PLAY AGAIN', 230, 450);
}
}

function mousePressed(){
if (menu == 4) {
if (mouseX < 430 && mouseX > 180) {
if (mouseY < 475 && mouseY > 400) {
menu = 0
}
}
}
}
然而,这个甚至根本不允许出现赛后屏幕。它只是让我直接回到我制作的游戏菜单,但是当我到达那里时我无法点击任何东西。
谢谢

最佳答案

很近!
简答:您已经有一个条件来检查是否在边界框中按下了按钮,以及一个条件来检查是否应显示再次播放菜单(例如 if(answerCount > currentQuestion.correct.length) )。
记住您所处的状态/菜单并使用正确的条件。
模仿你的代码,你会有类似的东西:

if(menu == 1){
if (mouseX < 430 && mouseX > 180) {
if (mouseY < 475 && mouseY > 400) {
// reset answer count
answerCount = 0;
// return to start menu
menu = 0;
}
}
}
更新:
根据您的评论,您需要计算正确气泡的数量(一种方法可能是过滤 CorrectBubble 实例并计算它们(例如 bubbles.filter(bubble => bubble instanceof CorrectBubble) )以及正确气泡的总数以及已单击的正确气泡的数量(再次过滤可以提供帮助:例如 correctBubbles.filter(bubble => bubble.col === bubble.clickedColor).length) ) clicked()可以更新一个内部 bool 属性,这将使代码更具可读性(例如,在 this.isClicked = true; 中添加 clicked() 将使点击的气泡过滤器读为 correctBubbles.filter(bubble => bubble.isClicked)
还有一个小的碰撞检测错误,你的意思可能是 if (d < this.r * 0.5) (也许将 this.r 重命名为 this.diameter 以反射(reflect)它的使用方式)。
更好的是, reset()方法可以添加到 Bubble类来重置 boolean旗帜和颜色:
reset(){
this.isClicked = false;
this.col = '#000000';
}
气泡被很好地封装到类中。您可以对最小化 repetition 的按钮执行相同操作。 .
这是您的主草图的修改版本,带有基本 Button封装显示和单击边界矩形功能的类:
let menu = 0 //Variable to show the game main menu.
let bubblepopper; //A variable for the image
let bubblepopperM; //A variable for the menu background image
let bubblepopperG; //A variable for the game background image
const bubbles = []; //Array to store the bubbles.
let currentQuestion = null;
const questions = [
{
question: 'What are the 4 types of access modifiers?',
correct: ['public', 'private', 'protected', 'default'],
incorrect: ['method', 'class', 'protection', 'published', 'nested', 'abstract'],
},
{
question: 'Words that go with encapsulation:',
correct: ['class', 'method', 'variable','access modifiers'],
incorrect: ['initial', 'encapsulate', 'complex', 'automatic', 'primitive', 'interface'],
},
{
question: 'Things you can put in a UML OBJECT diagram:',
correct: ['classes', 'variables', 'components', 'methods'],
incorrect: ['packages', 'Java Project', 'client code', 'no booleans', 'no objects', 'concatenation'],
},
{
question: 'Abstract classes...',
correct: ['declare abstract', 'extend subclass', 'no instantiation', 'static & non-static'],
incorrect: ['interface', 'only static', 'slow', 'only public access', 'default methods', 'multiple inheritance'],
},
{
question: 'OOP important words:',
correct: ['encapsulation', 'inheritance', 'polymorphism', 'abstraction'],
incorrect: ['capsuling', 'aggravation', 'adhesion', 'dissociation', 'array', 'submethod'],
},
{
question: 'Which of the following words go together?',
correct: ['private class', 'getter', 'setter', 'protect data'],
incorrect: ['public class', 'char', 'float', 'array', 'settings', 'extends class'],
},
];

class Button{

constructor(x, y, width, height, label, textSize, fillColor){

this.x = x;
this.y = y;
this.width = width;
this.height = height;

this.label = label;
this.textSize = textSize;
this.fillColor = fillColor;
}

draw(){
push();
textAlign(CENTER);
fill(this.fillColor);
rect(this.x, this.y, this.width, this.height);
stroke(100);
strokeWeight(3);
textSize(this.textSize);
fill(255);
text(this.label, this.x + (this.width * 0.5), this.y + (this.height * 0.75));
pop();
}

isPressed(){
return ((mouseX >= this.x && mouseX <= this.x + this.width) &&
(mouseY >= this.y && mouseY <= this.y + this.height));
}

}

let playButton;
let exitButton;
let instructionsButton;

function preload() {
bubblepopper = loadImage('Bubble Popper Logo.png');
bubblepopperM = loadImage('Bubble Popper Menu Background.jpg');
bubblepopperG = loadImage('Bubble Popper Game Background.jpg');
}

function setup() {
currentQuestion = questions[Math.floor(Math.random() * questions.length)];
createCanvas(600, 600);
for(let i = 0; i < currentQuestion.correct.length; i++) {
bubbles.push(new CorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.correct[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.


for(let i = 0; i < currentQuestion.incorrect.length; i++) {
bubbles.push(new IncorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.incorrect[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.

playButton = new Button(50, 100, 200, 75, 'PLAY', 50, color(64,224,208));
exitButton = new Button(50, 400, 200, 75, 'EXIT', 50, color(255, 0, 255));
instructionsButton = new Button(50, 250, 200, 75, 'INSTRUCTIONS', 26, color(64,224,208));
playAgainButton = new Button(180, 400, 250, 75, 'PLAY AGAIN', 26, color(255, 0, 255));
returnToMenuButton = new Button(180, 400, 250, 75, 'RETURN TO MENU', 26, color(255, 0, 255));
}

function mousePressed() {
//For each bubble in the array, click it and allow it to change to it's correct colour.
bubbles.forEach(bubble => bubble.clicked(mouseX, mouseY));
}

function draw() {
//Set up the main menu and the buttons in it.
background(bubblepopperM);
playButton.draw();
exitButton.draw();
instructionsButton.draw();
image(bubblepopper, 275, 150, 300, 300); //Add the Bubble Popper logo.

if (menu == 1) {
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);

//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})

const correctBubbles = getCorrectBubbles();
if (countClickedBubbles(correctBubbles) === correctBubbles.length){
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)
//Add button to return to main menu.
playAgainButton.draw();
}
}

//When clicked this will show the user instructions on how to play the game.
if (menu == 2) {
background(bubblepopperM)
fill(255);
stroke(100);
strokeWeight(3);
textSize(20)
text('1. A question will be displayed to do with object-oriented', 50, 150)
text('programming (OOP) concepts.', 80, 175)
text('2. Click on the bubbles with the correct word associations', 50, 225)
text('to the question. Correct answers will turn green,', 80, 250)
text(' incorrect answers will turn red when clicked on.', 80, 275)
text('3. The round is over when you select all the correct bubbles', 50, 325)

returnToMenuButton.draw();
}

//Will exit out of the program.
if (menu == 3) {
background(bubblepopperM);
fill(255);
textSize(50);
text('THANKS FOR PLAYING!', 25, height / 2);

playAgainButton.draw();
}
}


function getCorrectBubbles(){
return bubbles.filter(bubble => bubble instanceof CorrectBubble);
}

function countClickedBubbles(bubbles){
return bubbles.filter(bubble => bubble.col === bubble.clickedColor).length;
}

//Determine the mouse coordinates so that the user can click on the buttons.
function mouseClicked() {

if (menu == 0) {
if(playButton.isPressed()){
menu = 1;
}
if(instructionsButton.isPressed()){
menu = 2;
}
if(exitButton.isPressed()){
console.log('exit');
menu = 3;
}
}

if(menu == 1){
if (playAgainButton.isPressed()) {
// return to start menu
menu = 0;
}

}

//Allow the user to go back to the main menu if they click instructions.
if (menu == 2) {
if(returnToMenuButton.isPressed()){
menu = 0;
}
}

//Allow the user to go back to the main menu if they click exit.
if (menu == 3) {
if(playAgainButton.isPressed()){
menu = 0;
}
}
}
此外, menu基于的功能也可以封装到类中。这是上述代码的变体,带有说明多态性的基本状态机:
let bubblepopper; //A variable for the image
let bubblepopperM; //A variable for the menu background image
let bubblepopperG; //A variable for the game background image
const bubbles = []; //Array to store the bubbles.
let currentQuestion = null;
const questions = [
{
question: 'What are the 4 types of access modifiers?',
correct: ['public', 'private', 'protected', 'default'],
incorrect: ['method', 'class', 'protection', 'published', 'nested', 'abstract'],
},
{
question: 'Words that go with encapsulation:',
correct: ['class', 'method', 'variable','access modifiers'],
incorrect: ['initial', 'encapsulate', 'complex', 'automatic', 'primitive', 'interface'],
},
{
question: 'Things you can put in a UML OBJECT diagram:',
correct: ['classes', 'variables', 'components', 'methods'],
incorrect: ['packages', 'Java Project', 'client code', 'no booleans', 'no objects', 'concatenation'],
},
{
question: 'Abstract classes...',
correct: ['declare abstract', 'extend subclass', 'no instantiation', 'static & non-static'],
incorrect: ['interface', 'only static', 'slow', 'only public access', 'default methods', 'multiple inheritance'],
},
{
question: 'OOP important words:',
correct: ['encapsulation', 'inheritance', 'polymorphism', 'abstraction'],
incorrect: ['capsuling', 'aggravation', 'adhesion', 'dissociation', 'array', 'submethod'],
},
{
question: 'Which of the following words go together?',
correct: ['private class', 'getter', 'setter', 'protect data'],
incorrect: ['public class', 'char', 'float', 'array', 'settings', 'extends class'],
},
];

class Button{

constructor(x, y, width, height, label, textSize, fillColor){

this.x = x;
this.y = y;
this.width = width;
this.height = height;

this.label = label;
this.textSize = textSize;
this.fillColor = fillColor;
}

draw(){
push();
textAlign(CENTER);
fill(this.fillColor);
rect(this.x, this.y, this.width, this.height);
stroke(100);
strokeWeight(3);
textSize(this.textSize);
fill(255);
text(this.label, this.x + (this.width * 0.5), this.y + (this.height * 0.75));
pop();
}

isPressed(){
return ((mouseX >= this.x && mouseX <= this.x + this.width) &&
(mouseY >= this.y && mouseY <= this.y + this.height));
}

}

class State{
constructor(){

}
mouseClicked(){}
draw(){}
}

class MainMenuState extends State{

draw(){
background(bubblepopperM);
playButton.draw();
exitButton.draw();
instructionsButton.draw();
image(bubblepopper, 275, 150, 300, 300); //Add the Bubble Popper logo.
}

mouseClicked(){
if(playButton.isPressed()){
currentState = playState;
}
if(instructionsButton.isPressed()){
currentState = instructionsState;
}
if(exitButton.isPressed()){
currentState = exitState;
}

}
}

class PlayState extends State{
draw(){
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);

//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})
}
mouseClicked(){
//For each bubble in the array, click it and allow it to change to it's correct colour.
bubbles.forEach(bubble => bubble.clicked(mouseX, mouseY));
// check if all correct bubbles have been clicked
const correctBubbles = getCorrectBubbles();
if (countClickedBubbles(correctBubbles) === correctBubbles.length){
currentState = winState;
}
}
}

class WinState extends State{
draw(){
background(bubblepopperG);
fill(255);
textSize(30);
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2);
//Add button to return to main menu.
playAgainButton.draw();
}
mouseClicked(){
if(playAgainButton.isPressed()){
// reset clicked answers first
bubbles.forEach(bubble => bubble.reset());
// then change state
currentState = menuState;
}
}
}

class InstructionsState extends State{
draw(){
background(bubblepopperM)
fill(255);
stroke(100);
strokeWeight(3);
textSize(20);
text('1. A question will be displayed to do with object-oriented', 50, 150);
text('programming (OOP) concepts.', 80, 175);
text('2. Click on the bubbles with the correct word associations', 50, 225);
text('to the question. Correct answers will turn green,', 80, 250);
text(' incorrect answers will turn red when clicked on.', 80, 275);
text('3. The round is over when you select all the correct bubbles', 50, 325);

returnToMenuButton.draw();
}
mouseClicked(){
if(returnToMenuButton.isPressed()){
currentState = menuState;
}
}
}

class ExitState extends State{
draw(){
background(bubblepopperM);
fill(255);
textSize(50);
text('THANKS FOR PLAYING!', 25, height / 2);

playAgainButton.draw();
}
mouseClicked(){
if(returnToMenuButton.isPressed()){
currentState = menuState;
}
}
}

let playButton;
let exitButton;
let instructionsButton;

let menuState = new MainMenuState();
let playState = new PlayState();
let winState = new WinState();
let instructionsState = new InstructionsState();
let exitState = new ExitState();

let currentState = menuState;

function preload() {
bubblepopper = loadImage('Bubble Popper Logo.png');
bubblepopperM = loadImage('Bubble Popper Menu Background.jpg');
bubblepopperG = loadImage('Bubble Popper Game Background.jpg');
}

function setup() {
currentQuestion = questions[Math.floor(Math.random() * questions.length)];
createCanvas(600, 600);
for(let i = 0; i < currentQuestion.correct.length; i++) {
bubbles.push(new CorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.correct[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.


for(let i = 0; i < currentQuestion.incorrect.length; i++) {
bubbles.push(new IncorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.incorrect[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.

playButton = new Button(50, 100, 200, 75, 'PLAY', 50, color(64,224,208));
exitButton = new Button(50, 400, 200, 75, 'EXIT', 50, color(255, 0, 255));
instructionsButton = new Button(50, 250, 200, 75, 'INSTRUCTIONS', 26, color(64,224,208));
playAgainButton = new Button(180, 400, 250, 75, 'PLAY AGAIN', 26, color(255, 0, 255));
returnToMenuButton = new Button(180, 400, 250, 75, 'RETURN TO MENU', 26, color(255, 0, 255));
}

function draw() {
currentState.draw();
}

function mouseClicked() {
currentState.mouseClicked();
}

function getCorrectBubbles(){
return bubbles.filter(bubble => bubble instanceof CorrectBubble);
}

function countClickedBubbles(bubbles){
return bubbles.filter(bubble => bubble.isClicked).length;
}
当然是 Button类(class)可住 button.js和状态类 states.js例如:这将大大减少主草图中的代码。

关于javascript - 如何添加 "Play Again"按钮,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/68042779/

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