我正在開發一款遊戲,我想知道爲什麼不是像「怪物」(也是一個實體)那樣的「螃蟹」(一個實體)。我的意思是,如果我觸摸妖精怪物,我會得到一個點,但我只是走過螃蟹。 我試圖添加一個if..else,但隨後玩家每秒獲得數千個點數。 我做錯了什麼?爲什麼「螃蟹」(一個實體)不像「怪物」(也是一個實體)?
// Create the canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 512;
canvas.height = 480;
document.body.appendChild(canvas);
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function() {
bgReady = true;
};
bgImage.src = "images/background.png";
// Hero image
var heroReady = false;
var heroImage = new Image();
heroImage.onload = function() {
heroReady = true;
};
heroImage.src = "images/hero.png";
// Monster image
var monsterReady = false;
var monsterImage = new Image();
monsterImage.onload = function() {
monsterReady = true;
};
monsterImage.src = "images/monster.png";
// Crab image
var crabReady = false;
var crabImage = new Image();
crabImage.onload = function() {
crabReady = true;
};
crabImage.src = "images/old/hero.png";
// Game objects
var hero = {
speed: 300 // movement in pixels per second
};
var monster = {};
var crab = {};
var monstersCaught = 0;
// Handle keyboard controls
var keysDown = {};
addEventListener("keydown", function(e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function(e) {
delete keysDown[e.keyCode];
}, false);
// Reset the game when the player catches a monster
var reset = function() {
hero.x = canvas.width/2;
hero.y = canvas.height/2;
// Throw the monster somewhere on the screen randomly
monster.x = 32 + (Math.random() * (canvas.width - 64));
monster.y = 32 + (Math.random() * (canvas.height - 64));
// Throw the crab somewhere on the screen randomly
crab.x = 32 + (Math.random() * (canvas.width - 64));
crab.y = 32 + (Math.random() * (canvas.height - 64));
};
// Update game objects
var update = function(modifier) {
if (38 in keysDown) { // Player holding up
hero.y -= hero.speed * modifier;
}
if (40 in keysDown) { // Player holding down
hero.y += hero.speed * modifier;
}
if (37 in keysDown) { // Player holding left
hero.x -= hero.speed * modifier;
}
if (39 in keysDown) { // Player holding right
hero.x += hero.speed * modifier;
}
// Are they touching?
if (
hero.x <= (monster.x + 32) && monster.x <= (hero.x + 32) && hero.y <= (monster.y + 32) && monster.y <= (hero.y + 32)
) {
++monstersCaught;
reset();
}
};
// Draw everything
var render = function() {
if (bgReady) {
ctx.drawImage(bgImage, 0, 0);
}
if (heroReady) {
ctx.drawImage(heroImage, hero.x, hero.y);
}
if (monsterReady) {
ctx.drawImage(monsterImage, monster.x, monster.y);
}
if (crabReady) {
ctx.drawImage(crabImage, crab.x, crab.y);
}
// Score
ctx.fillStyle = "rgb(250, 250, 250)";
ctx.font = "24px Helvetica";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Mobs killed: " + monstersCaught, 32, 32);
};
// The main game loop
var main = function() {
var now = Date.now();
var delta = now - then;
update(delta/1000);
render();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
// Let's play this game!
var then = Date.now();
reset();
main();
<!DOCTYPE html>
<html>
<head>
<title>Underbound</title>
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div class="game">
<script src="js/game.js"></script>
</div>
</body>
</html>
您的'update()'函數在檢查「touch」時不會注意螃蟹。 – Pointy
我爲螃蟹添加了別的東西,但正如我所說的那樣,玩家在幾秒鐘內就獲得了數千分。 – svalis
如果你沒有發佈不起作用的代碼,沒有人能告訴你爲什麼它不起作用。 – Pointy