javascript - 如何让熔岩滴伤害角色?

标签 javascript html css game-physics

我正在构建一个基于马里奥的 JavaScript 游戏。

我已经为熔岩实现了“物理”,所以当 Angular 色掉进去时,他们会失去 1 条生命。我想要实现的是熔岩滴的作用相同,因此在接触时它们会伤害 Angular 色并使其在区域/关卡开始时重生。

可以查到代码here如下所示:

     //////////////////////////////
     // This is only a demo code //
     //////////////////////////////

var LEVELS = [
  ["                                   ",
   "                                   ",
   "                                   ",
   "                                   ",
   "                      xxx          ",
   "                     xx!xx         ",
   "                     x!!!x         ",
   "                     xx!xx         ",
   "  x                   xvx          ",
   "  x                               x",
   "  x                               x",
   "  x                               x",
   "  x                               x",
   "  x                               x",
   "  x @                xxxxx     o  x",
   "  xxxxxx     xxxxxxxxx   xxxxxxxxxx",
   "       x     x                     ",
   "       x!!!!!x                     ",
   "       x!!!!!x                     ",
   "       xxxxxxx                     ",
   "                                   "]
];
var life = 3;
document.getElementById("life").innerHTML = ("Lives left: " + life);

function Vector(x, y) {
	this.x = x; this.y = y;
}

Vector.prototype.plus = function(other) {
	return new Vector(this.x + other.x, this.y + other.y);
};

Vector.prototype.times = function(scale) {
	return new Vector(this.x * scale, this.y * scale);
};

// Note: uppercase words are used that means constructor are values
var actorchars =  {
	"@": Player,
	"o": Coin,
	"|": Lava,
	"v": Lava
};

function Player(pos) {
	this.pos = pos.plus(new Vector(0, -.5));
	this.size = new Vector(.5, 1);
	this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";

function Lava(pos, ch) {
	this.pos = pos;
	this.size = new Vector(1, 1);
	if (ch === "|")
		this.speed = new Vector(0, 2);
	else if (ch === 'v'){
		this.speed = new Vector(0, 3); 		   
		this.repeatPos = pos;
	}
}
Lava.prototype.type = "Lava";

function Coin(pos) {
	this.basePos = this.pos = pos;
	this.size = new Vector(.6, .6);
	// take a look back
	this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";

Level.prototype.isFinished = function() {
  return this.status !== null && this.finishDelay < 0;
};

function Level(plan) {
	this.width = plan[0].length;
	this.height = plan.length;
	this.grid = [];
	this.actors = [];
	
	for (var y = 0; y < this.height; y++) {
		var line = plan[y],  gridLine = [];
		for (var x = 0; x < this.width; x++) {
			var ch = line[x], fieldType = null;
			var Actor = actorchars[ch];
			if (Actor)
				this.actors.push(new Actor(new Vector(x, y), ch));
			else if (ch === "x")
				fieldType = "wall";
			else if (ch === "!")
				fieldType = "lava";
			else if (ch === "|")
				fieldType = "lava";
			else if (ch === "v"){
				fieldType = "lava";
				console.log(fieldType);
			}
			gridLine.push(fieldType);
		}
		this.grid.push(gridLine);
	}
	this.player = this.actors.filter(function(actor) {
		return actor.type === "player";
	})[0];	
	this.status = this.finishDelay = null;
}

function element(name, className) {
	var elem = document.createElement(name);
	if(className) elem.className = className;
	return elem;
}

function DOMDisplay(parent, level) {
	this.wrap = parent.appendChild(element("div", "game"));
	this.level = level;
	
	this.wrap.appendChild(this.drawBackground());
	this.actorLayer = null;
	this.drawFrame();
}


var scale = 15;


DOMDisplay.prototype.drawBackground = function() {
	var table = element("table", "background");
	table.style.width = this.level.width * scale + "px";
	table.style.height = this.level.height * scale + "px";
	this.level.grid.forEach(function(row) {
  var rowElement = table.appendChild(element("tr"));
		rowElement.style.height = scale + "px";
		row.forEach(function(type) {
			rowElement.appendChild(element("td", type));
		});
	});
	return table;
};

DOMDisplay.prototype.drawActors = function() {
	var wrap = element("div");
	this.level.actors.forEach(function(actor) {
		var rect = wrap.appendChild(element("div", "actor " + actor.type));
		rect.style.width = actor.size.x * scale + "px";
		rect.style.height = actor.size.y * scale + "px";
		rect.style.left = actor.pos.x * scale + "px";
		rect.style.top = actor.pos.y * scale + "px";
	});
	return wrap;
};

DOMDisplay.prototype.drawFrame = function() {
	if (this.actorLayer)
		this.wrap.removeChild(this.actorLayer);
	this.actorLayer = this.wrap.appendChild(this.drawActors());
	this.wrap.className = "game " + (this.level.status || "");
	this.scrollPlayerIntoView();
};


// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
  var width = this.wrap.clientWidth;
  var height = this.wrap.clientHeight;
  var margin = width / 3;

  // The viewport
  var left = this.wrap.scrollLeft, right = left + width;
  var top = this.wrap.scrollTop, bottom = top + height;

  var player = this.level.player;
  var center = player.pos.plus(player.size.times(0.5))
                 .times(scale);

  if (center.x < left + margin)
    this.wrap.scrollLeft = center.x - margin;
  else if (center.x > right - margin)
    this.wrap.scrollLeft = center.x + margin - width;
  if (center.y < top + margin)
    this.wrap.scrollTop = center.y - margin;
  else if (center.y > bottom - margin)
    this.wrap.scrollTop = center.y + margin - height;
};

DOMDisplay.prototype.clear = function() {
	this.wrap.parentNode.removeChild(this.wrap);
};

Level.prototype.obstacleAt = function(pos, size) {
  var xStart = Math.floor(pos.x);
  var xEnd = Math.ceil(pos.x + size.x);
  var yStart = Math.floor(pos.y);
  var yEnd = Math.ceil(pos.y + size.y);

  if (xStart < 0 || xEnd > this.width || yStart < 0)
    return "wall";
  if (yEnd > this.height)
    return "lava";
  for (var y = yStart; y < yEnd; y++) {
    for (var x = xStart; x < xEnd; x++) {
      var fieldType = this.grid[y][x];
      if (fieldType) return fieldType;
    }
  }
};

Level.prototype.actorAt = function(actor) {
  for (var i = 0; i < this.actors.length; i++) {
    var other = this.actors[i];
    if (other != actor &&
        actor.pos.x + actor.size.x > other.pos.x &&
        actor.pos.x < other.pos.x + other.size.x &&
        actor.pos.y + actor.size.y > other.pos.y &&
        actor.pos.y < other.pos.y + other.size.y)
      return other;
  }
};

var maxStep = 0.05;

Level.prototype.animate = function(step, keys) {
  if (this.status !== null)
    this.finishDelay -= step;

  while (step > 0) {
    var thisStep = Math.min(step, maxStep);
    this.actors.forEach(function(actor) {
      actor.act(thisStep, this, keys);
    }, this);
    step -= thisStep;
  }
};


Lava.prototype.act = function(step, level) {
  var newPos = this.pos.plus(this.speed.times(step));
  if (!level.obstacleAt(newPos, this.size))
    this.pos = newPos;
  else if (this.repeatPos)
    this.pos = this.repeatPos;
  else
    this.speed = this.speed.times(-1);
};

var wobbleSpeed = 8, wobbleDist = 0.07;

Coin.prototype.act = function(step) {
  this.wobble += step * wobbleSpeed;
  var wobblePos = Math.sin(this.wobble) * wobbleDist;
  this.pos = this.basePos.plus(new Vector(0, wobblePos));
};


var playerXSpeed = 10;

Player.prototype.moveX = function(step, level, keys) {
  this.speed.x = 0;
  if (keys.left) this.speed.x -= playerXSpeed;
  if (keys.right) this.speed.x += playerXSpeed;

  var motion = new Vector(this.speed.x * step, 0);
  var newPos = this.pos.plus(motion);
  var obstacle = level.obstacleAt(newPos, this.size);
  if (obstacle)
    level.playerTouched(obstacle);
  else
    this.pos = newPos;
};

var gravity = 30;
var jumpSpeed = 17;

Player.prototype.moveY = function(step, level, keys) {
  this.speed.y += step * gravity;
  var motion = new Vector(0, this.speed.y * step);
  var newPos = this.pos.plus(motion);
  var obstacle = level.obstacleAt(newPos, this.size);
  if (obstacle) {
    level.playerTouched(obstacle);
    if (keys.up && this.speed.y > 0)
      this.speed.y = -jumpSpeed;
    else
      this.speed.y = 0;
  } else {
    this.pos = newPos;
  }
};

Player.prototype.act = function(step, level, keys) {
  this.moveX(step, level, keys);
  this.moveY(step, level, keys);

  var otherActor = level.actorAt(this);
  if (otherActor)
    level.playerTouched(otherActor.type, otherActor);

  // Losing animation
  if (level.status == "lost") {
    this.pos.y += step;
    this.size.y -= step;
  }
};

Level.prototype.playerTouched = function(type, actor) {
  if (type == "lava" && this.status === null) {
    this.status = "lost";
	  life -= 1;
	  console.log(life);
	  document.getElementById("life").innerHTML = ("Lives left: " + life);
	  if(life < 0) {	
      sessionStorage.setItem("reloading", "true");
		  document.location.reload();
	  }
    this.finishDelay = 1;
  } else if (type == "coin") {
    this.actors = this.actors.filter(function(other) {
      return other != actor;
    });
    if (!this.actors.some(function(actor) {
      return actor.type == "coin";
    })) {
	  life += 1;
	  document.getElementById("life").innerHTML = ("Lives left: " + life);
      this.status = "won";
      this.finishDelay = 1;
    }
  }
};

var arrowCodes = {37: "left", 38: "up", 39: "right"};

function trackKeys(codes) {
  var pressed = Object.create(null);
  function handler(event) {
    if (codes.hasOwnProperty(event.keyCode)) {
      var down = event.type == "keydown";
      pressed[codes[event.keyCode]] = down;
      event.preventDefault();
    }
  }
  addEventListener("keydown", handler);
  addEventListener("keyup", handler);
  return pressed;
}

function runAnimation(frameFunc) {
  var lastTime = null;
  function frame(time) {
    var stop = false;
    if (lastTime !== null) {
      var timeStep = Math.min(time - lastTime, 100) / 1000;
      stop = frameFunc(timeStep) === false;
    }
    lastTime = time;
    if (!stop)
      requestAnimationFrame(frame);
  }
  requestAnimationFrame(frame);
}

var arrows = trackKeys(arrowCodes);

function runLevel(level, Display, andThen) {
  var display = new Display(document.body, level);
  runAnimation(function(step) {
    level.animate(step, arrows);
    display.drawFrame(step);
    if (level.isFinished()) {
      display.clear();
      if (andThen)
        andThen(level.status);
      return false;
    }
  });
}


var lives = function() {
	ctx.font = "20px Courier";
	ctx.fontFamily = "monospace";
	ctx.fillStyle = "#666";
	ctx.textAlign = "left";
	ctx.textBaseline = "top";
	ctx.fillText("Lives left: " + life, 10, 10);
};


function runGame(plans, Display) {
  function startLevel(n) {
    runLevel(new Level(plans[n]), Display, function(status) {
      if (status == "lost") {
        startLevel(n);							
						} else if (n < plans.length - 1)
        startLevel(n + 1);
      else
        alert("You win!");
    });
  }
  startLevel(0);
}

runGame(LEVELS, DOMDisplay);
body {
  background: #222;
}

h2 {
  color: #666;
  font-family: monospace;
  text-align: center;
}

.background {
  table-layout: fixed;
  border-spacing: 0;
}

.background td {
  padding: 0;
}

.lava, .actor {
  background: #e55;
}

.wall {
  background: #444;
  border: solid 3px #333;
  box-sizing: content-box;
}

.actor {
  position: absolute;
}

.coin {
  background: #e2e838;
  border-radius: 50%;
}

.player {
  background: #335699;
  box-shadow: none;
}

.lost .player {
  background: #a04040;
}

.won .player {
  background: green;
}

.game {
  position: relative;
  overflow: hidden;
}

#life {
	 font = 20px;
  font-family: monospace;
	 color: #666;
	 text-align: left;
	 baseline: top;
	 margin-left: 30px;
	 font-weight: bold;
}
<h2>Simple JavaScript Game</h2>
<div id="life"></div>

所以只是一个快速的解释,以下元素充当:

“x”代表一堵墙

“@”充当字符

“!”,“v”充当熔岩

“o”是一枚硬币,通过收集完成关卡

最佳答案

当前代码:

 Level.prototype.playerTouched = function(type, actor) {
  if (type == "lava" && this.status === null) {

问题是您对“熔岩池”和“熔岩滴”使用了不同的类型。 最后一种类型是“熔岩”,而不是第一种类型的“熔岩”。所以如果你想保持这种方式就这么简单:

Level.prototype.playerTouched = function(type, actor) {
  if ((type == "lava" || type == "Lava") && this.status === null) {

关于, 克里斯·卡拉尼卡斯。

关于javascript - 如何让熔岩滴伤害角色?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/55039019/

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