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javascript - 我的射弹系统不工作,它有什么问题,我该如何解决?

转载 作者:行者123 更新时间:2023-12-05 03:19:11 40 4
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我正在制作一个小行星射击系统,它可以向玩家面向的方向发射射弹,但是,当您射击(按空格键)时,射弹不会移动。

我曾尝试将余弦和正弦添加到 X 和 Y,但这显然行不通。我尝试添加打印语句以查看哪里出错了,看起来 X 和 Y 根本没有递增。我怎样才能使它正确且准确地按照我想要的方式递增?

circle.x += Math.cos(circle.direction) * circle.speed;
circle.y += Math.sin(circle.direction) * circle.speed;

完整代码:

const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var projectileArray = []
var keydown = false
const gamePlaying = true

const kbd = {
ArrowLeft: false,
ArrowUp: false,
ArrowRight: false,
ArrowDown: false,
};

const noHoldDown = {
Space: false,
}

const ship = {
angle: 0,
color: "white",
x: canvas.width / 2,
y: canvas.height / 2,
width: 10,
height: 12,
drag: 0.9,
accSpeed: 0.025,
rotSpeed: 0.007,
rotv: 0,
ax: 0,
ay: 0,
vx: 0,
vy: 0,
rotateLeft() {
this.rotv -= this.rotSpeed;
},
rotateRight() {
this.rotv += this.rotSpeed;
},
accelerate() {
this.ax += this.accSpeed;
this.ay += this.accSpeed;
},
decelerate() {
this.ax -= this.accSpeed;
this.ay -= this.accSpeed;
},
shoot() {
projectileArray.push([this.x, this.y, this.angle])
},
move() {
this.angle += this.rotv;
this.rotv *= this.drag;
this.vx += this.ax;
this.vy += this.ay;
this.ax *= this.drag;
this.ay *= this.drag;
this.vx *= this.drag;
this.vy *= this.drag;
this.x += Math.cos(this.angle) * this.vx;
this.y += Math.sin(this.angle) * this.vy;
},
draw(ctx) {
ctx.save();
ctx.lineWidth = 3;
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
ctx.beginPath();
ctx.moveTo(this.height, 0);
ctx.lineTo(-this.height, this.width);
ctx.lineTo(-this.height, -this.width);
ctx.closePath();
ctx.strokeStyle = this.color;
ctx.stroke();
ctx.restore();
}
};

document.addEventListener("keydown", event => {
if (event.code in kbd) {
event.preventDefault();
kbd[event.code] = true;
}
});
document.addEventListener("keydown", event => {
if (event.code in noHoldDown) {
if (!keydown) {
keydown = true;
ship.shoot();
}
}
});

document.addEventListener('keyup', event => {
if (event.code in noHoldDown) {
keydown = false;
}
});

document.addEventListener("keyup", event => {
if (event.code in kbd) {
event.preventDefault();
kbd[event.code] = false;
}
});

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

const shipActions = {
ArrowLeft: "rotateLeft",
ArrowUp: "accelerate",
ArrowDown: "decelerate",
ArrowRight: "rotateRight",
};

for (const key in shipActions) {
if (kbd[key]) {
ship[shipActions[key]]();
}
}
ship.move();
ship.draw(ctx);
for (var i = 0; i < projectileArray.length; i++) {
function MovableCircle() {
this.x = projectileArray[i][0];
this.y = projectileArray[i][1];
this.speed = 1;
this.direction = projectileArray[i][1];

this.draw = () => {
ctx.arc(this.x, this.y, 3.75, 0, 2 * Math.PI);
ctx.fillStyle = 'white';
ctx.fill();
}
}
var circle = new MovableCircle();
ctx.beginPath();
circle.x += Math.cos(circle.direction) * circle.speed;
circle.y += Math.sin(circle.direction) * circle.speed;
circle.draw();
console.log(circle.x, circle.y)
}
requestAnimationFrame(update);
})();

最佳答案

我在 Asteroids 中投入了这么多季度,我在这里做出了贡献!问题源于抛射物的持久性:在 update 循环的每一轮重建它们会忘记先前迭代中所做的任何状态更改。

弹射物应该是一流的物体,由游戏或飞船持有。下面是对 OP 原本不错的脚本的两个更改:

  1. 一个 Projectile 类,主要使用 OP 代码:
function Projectile(x,y,speed,direction,duration) {
Object.assign(this, {x,y,speed,direction,duration});
this.draw = ctx => {
ctx.arc(this.x, this.y, 3.75, 0, 2 * Math.PI);
ctx.fillStyle = 'white';
ctx.fill();
}
this.update = ctx => {
ctx.beginPath();
this.x += Math.cos(this.direction) * this.speed;
this.y += Math.sin(this.direction) * this.speed;
this.draw(ctx);
this.duration--;
}
this.isDone = () => this.duration <= 0;
}

在功能上,我唯一添加的是一个持续时间,因为我想我记得在原著中没有击中任何东西的射弹最终会消失。

  1. 由于飞船已经有一个射弹阵列,在这里,它被修改为容纳射弹实例:

shoot 方法更改为

  shoot() {
let mySpeed = Math.sqrt(this.vx*this.vx + this.vy*this.vy)
let bullet = new Projectile(this.x, this.y, 1+mySpeed, this.angle, 500);
projectileArray.push(bullet);
},

旁注:我想,在原版游戏中,炮弹的速度被固定为大于船的最高速度,但我记不太清了。在上面,我将射弹速度设置为 +1,比飞船的当前速度 高。这在物理上更正确(在亚相对论速度下 :-)),但可能不准确。

并且 draw 方法进行了显着清理,因为我们将状态遗忘射弹代码移到了它自己的类中

  ship.draw(ctx);
for (var i = 0; i < projectileArray.length; i++) {
let bullet = projectileArray[i];
bullet.update(ctx)
}
projectileArray = projectileArray.filter(bullet => !bullet.isDone());

旁注:从 ES5/ES6 开始的 Javascript 类在语法上有了很大的改进。值得熟悉这一点。

演示

const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var projectileArray = []
var keydown = false
const gamePlaying = true

const kbd = {
ArrowLeft: false,
ArrowUp: false,
ArrowRight: false,
ArrowDown: false,
};

const noHoldDown = {
Space: false,
}

function Projectile(x,y,speed,direction,duration) {
Object.assign(this, {x,y,speed,direction,duration});
this.draw = ctx => {
ctx.arc(this.x, this.y, 3.75, 0, 2 * Math.PI);
ctx.fillStyle = 'white';
ctx.fill();
}
this.update = ctx => {
ctx.beginPath();
this.x += Math.cos(this.direction) * this.speed;
this.y += Math.sin(this.direction) * this.speed;
this.draw(ctx);
this.duration--;
}
this.isDone = () => this.duration <= 0;
}


const ship = {
angle: 0,
color: "white",
x: canvas.width / 2,
y: canvas.height / 2,
width: 10,
height: 12,
drag: 0.9,
accSpeed: 0.025,
rotSpeed: 0.007,
rotv: 0,
ax: 0,
ay: 0,
vx: 0,
vy: 0,
rotateLeft() {
this.rotv -= this.rotSpeed;
},
rotateRight() {
this.rotv += this.rotSpeed;
},
accelerate() {
this.ax += this.accSpeed;
this.ay += this.accSpeed;
},
decelerate() {
this.ax -= this.accSpeed;
this.ay -= this.accSpeed;
},
shoot() {
let mySpeed = Math.sqrt(this.vx*this.vx + this.vy*this.vy)
let bullet = new Projectile(this.x, this.y, 3+mySpeed, this.angle, 500)
projectileArray.push(bullet);
// projectileArray.push([this.x, this.y, this.angle])
},
move() {
this.angle += this.rotv;
this.rotv *= this.drag;
this.vx += this.ax;
this.vy += this.ay;
this.ax *= this.drag;
this.ay *= this.drag;
this.vx *= this.drag;
this.vy *= this.drag;
this.x += Math.cos(this.angle) * this.vx;
this.y += Math.sin(this.angle) * this.vy;
},
draw(ctx) {
ctx.save();
ctx.lineWidth = 3;
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
ctx.beginPath();
ctx.moveTo(this.height, 0);
ctx.lineTo(-this.height, this.width);
ctx.lineTo(-this.height, -this.width);
ctx.closePath();
ctx.strokeStyle = this.color;
ctx.stroke();
ctx.restore();
}
};

document.addEventListener("keydown", event => {
if (event.code in kbd) {
event.preventDefault();
kbd[event.code] = true;
}
});
document.addEventListener("keydown", event => {
if (event.code in noHoldDown) {
if (!keydown) {
keydown = true;
ship.shoot();
}
}
});

document.addEventListener('keyup', event => {
if (event.code in noHoldDown) {
keydown = false;
}
});

document.addEventListener("keyup", event => {
if (event.code in kbd) {
event.preventDefault();
kbd[event.code] = false;
}
});

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

const shipActions = {
ArrowLeft: "rotateLeft",
ArrowUp: "accelerate",
ArrowDown: "decelerate",
ArrowRight: "rotateRight",
};

for (const key in shipActions) {
if (kbd[key]) {
ship[shipActions[key]]();
}
}
ship.move();
ship.draw(ctx);
for (var i = 0; i < projectileArray.length; i++) {
let bullet = projectileArray[i];
bullet.update(ctx)
}
projectileArray = projectileArray.filter(bullet => !bullet.isDone());
requestAnimationFrame(update);
})();

关于javascript - 我的射弹系统不工作,它有什么问题,我该如何解决?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/73515642/

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