我目前正在开发一个小型 js 游戏,只是为了好玩。
但是每当我向立方体添加命中检测时,我的整个 Canvas 就会消失。我不知道是什么原因造成的,因此我在这里问。我将添加两个片段。一张在我添加命中检测之前,一张在我添加命中检测之后。我希望有人能帮助我。
var myGamePiece;
function startGame() {
myGamePiece = new component(30, 30, "red", 225, 225);
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 500;
this.canvas.height = 500;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function (e) {
e.preventDefault();
myGameArea.keys = (myGameArea.keys || []);
myGameArea.keys[e.keyCode] = (e.type == "keydown");
})
window.addEventListener('keyup', function (e) {
myGameArea.keys[e.keyCode] = (e.type == "keydown");
})
},
stop : function() {
clearInterval(this.interval);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.width = width;
this.height = height;
this.speed = 0;
this.angle = 0;
this.moveAngle = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
ctx.fillStyle = color;
ctx.fillRect(this.width / -2, this.height / -2, this.width, this.height);
ctx.restore();
}
this.newPos = function() {
this.angle += this.moveAngle * Math.PI / 180;
this.x += this.speed * Math.sin(this.angle);
this.y -= this.speed * Math.cos(this.angle);
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.moveAngle = 0;
myGamePiece.speed = 0;
if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.moveAngle = -2; }
if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.moveAngle = 2; }
if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speed= 2; }
if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speed= -2; }
myGamePiece.newPos();
myGamePiece.update();
}
这是我添加障碍物和命中检测的地方
如果您将其放入 Canvas (HTML 格式)中,整个 Canvas 将会消失,或者至少这就是发生在我身上的情况。
var myGamePiece;
var myObstacle;
function startGame() {
myGamePiece = new component(30, 30, "red", 225, 225);
myObstacle = new component(40, 40, "green", 300, 120);
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 500;
this.canvas.height = 500;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function (e) {
e.preventDefault();
myGameArea.keys = (myGameArea.keys || []);
myGameArea.keys[e.keyCode] = (e.type == "keydown");
})
window.addEventListener('keyup', function (e) {
myGameArea.keys[e.keyCode] = (e.type == "keydown");
})
},
stop : function() {
clearInterval(this.interval);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.width = width;
this.height = height;
this.speed = 0;
this.angle = 0;
this.moveAngle = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
ctx.fillStyle = color;
ctx.fillRect(this.width / -2, this.height / -2, this.width, this.height);
ctx.restore();
}
this.newPos = function() {
this.angle += this.moveAngle * Math.PI / 180;
this.x += this.speed * Math.sin(this.angle);
this.y -= this.speed * Math.cos(this.angle);
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) ||
(mytop > otherbottom) ||
(myright < otherleft) ||
(myleft > otherright)) {
crash = false;
}
return crash;
}
function updateGameArea() {
if (myGamePiece.crashWith(myObstacle)) {
myGameArea.stop();
} else {
myGameArea.clear();
myObstacle.update();
myGamePiece.moveAngle = 0;
myGamePiece.speed = 0;
if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.moveAngle = -2; }
if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.moveAngle = 2; }
if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speed= 2; }
if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speed= -2; }
myGamePiece.newPos();
myGamePiece.update();
}
最佳答案
当我复制您的第二个代码片段时,我注意到代码在某些地方缺少括号。因此我也没有 Canvas 。
所以,后面多了一个:
this.newPos = function() {
this.angle += this.moveAngle * Math.PI / 180;
this.x += this.speed * Math.sin(this.angle);
this.y -= this.speed * Math.cos(this.angle);
}
} <-- //This guy
您在组件函数末尾缺少一个:
}
return crash;
}
"}" <-- //This one is missing
最后,您错过了 updateGameArea()
函数的结束函数:
myGamePiece.update();
}
"}" <-- //This one is missing too
之后,我只是在开始时将 myGameArea 对象与其他对象一起移动(不是强制性的,但最好将所有变量放在一起),称为:
startGame()
瞧!
这些类型的错误不会真正显示在控制台中,但您可以通过在代码上运行一些自动格式/自动缩进来注意到它们。 如果代码没有很好地缩进,那么您很可能错过了括号。
关于javascript - 当我添加命中检测时,我的 Canvas 消失了,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54810398/