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HTML和Javascript按鈕不起作用

[英]HTML and Javascript button not working

我正在嘗試制作一個網頁來存儲我剛開始時的所有游戲,並且我一直在嘗試創建一個按鈕來加載我的pong游戲,但是當我按下按鈕時,這沒什么反應

<!DOCTYPE html>
<html lang = "en">
    <head>
        <title>Title</title>
        <meta charset="UTF-8">
        <style>
            canvas {
                position: absolute;
                margin: auto;
                top: 0;
                bottom: 0;
                left: 0;
                right: 0;
            }
        </style>
    </head>
    <body>
    <center>
        <h1>Games</h1>

按鈕代碼

        <input id="Pong" type="button" value="Pong" onclick="go();" />

傍碼

        <script>
            function go(){
            var WIDTH = 700, HEIGHT = 600, pi = Math.PI;
            var UpArrow = 38, DownArrow = 40;
            var canvas, ctx, keystate;
            var player, ai, ball, score;

            player = {
                x: null,
                y: null,
                width: 20,
                height: 100,

                update: function(){
                    if(keystate[UpArrow]) this.y -= 7;
                    if(keystate[DownArrow]) this.y += 7;
                },
                draw: function(){
                    ctx.fillRect(this.x, this.y, this.width, this.height);
                }
            };
            ai = {
                x: null,
                y: null,
                width: 20,
                height: 100,

                update: function(){
                    var desty = ball.y - (this.height - ball.side)*0.5;
                    this.y += (desty - this.y) * 0.1;
                },
                draw: function(){
                    ctx.fillRect(this.x, this.y, this.width, this.height);
                }
            };
            ball = {
                x: null,
                y: null,
                vel: null,
                side: 20,
                speed: 9,

                serve: function(side){
                    var r = Math.random();
                    this.x = side===1 ? player.x :  ai.x - this.side;
                    this.y = (HEIGHT - this.side)*r;
                    score.count += 1;

                    var phi = 0.1*pi*(1 - 2*r);
                    this.vel = {
                        x: side*this.speed*Math.cos(phi),
                        y: this.speed*Math.sin(phi)
                    };
                score = {
                    x: null,
                    y: null,
                    count: 0,
                    width: 10,
                    height: 10,


                    update: function(){
                        Console.log(this.count);
                    },
                    draw: function(){
                        ctx.fillRect(this.x, this.y, this.width, this.height);
                }
            };
                },
                update: function(){
                    this.x += this.vel.x;
                    this.y += this.vel.y;

                    if(0 > this.y || this.y+this.side > HEIGHT){
                        var offset = this.vel.y < 0 ? 0 - this.y : HEIGHT - (this.y+this.side);
                        this.y += 2*offset;
                        this.vel.y *= -1;
                    }

                    var AABBIntersect = function(ax, ay, aw, ah, bx, by, bw, bh){
                        return ax < bx+bw && ay < by+bh && bx < ax+aw && by < ay+ah;
                    };

                    var pdle = this.vel.x < 0 ? player : ai;
                    if(AABBIntersect(pdle.x, pdle.y, pdle.width, pdle.height, this.x, this.y, this.side, this.side)){
                        this.x = pdle===player ? player.x+player.width : ai.x - this.side;
                        var n = (this.y + this.side - pdle.y)/(pdle.height+this.side);
                        var phi = 0.25*pi*(2*n - 1);

                        var smash = Math.abs(phi) > 0.2*pi ? 1.5 : 1;
                        this.vel.x = smash*(pdle === player ? 1 : -1)*this.speed*Math.cos(phi);
                        this.vel.y = smash*this.speed*Math.sin(phi);
                    }

                    if(0 > this.x+this.side || this.x > WIDTH){
                        this.serve(pdle === player ? 1 : -1);
                    }
                },
                draw: function(){
                    ctx.fillRect(this.x, this.y, this.side, this.side);
                }
            };

            function main(){
                canvas = document.createElement("canvas");
                canvas.width = WIDTH;
                canvas.height = HEIGHT;
                ctx = canvas.getContext("2d");
                document.body.appendChild(canvas);

                keystate = {};
                document.addEventListener("keydown", function(evt) {
                    keystate[evt.keyCode] = true;
                });
                document.addEventListener("keyup", function(evt) {
                    delete keystate[evt.keyCode];
                });

                init();

                var loop = function(){
                    update();
                    draw();
                    window.requestAnimationFrame(loop, canvas);
                };
                window.requestAnimationFrame(loop, canvas);
            }

            function init(){
                player.x = player.width;
                player.y = (HEIGHT - player.height)/2;

                ai.x = WIDTH - (player.width + ai.width);
                ai.y = (HEIGHT - ai.height)/2;

               ball.serve(1);
            }

            function update(){
                ball.update();
                player.update();
                ai.update();
            }

            function draw(){

                ctx.fillRect(0, 0, WIDTH, HEIGHT);

                ctx.save();
                ctx.fillStyle = "#fff";

                ball.draw();
                player.draw();
                ai.draw();

                var w = 4;
                var x = (WIDTH - w) * 0.5;
                var y = 0;
                var step = HEIGHT/15;
                while (y < HEIGHT){
                    ctx.fillRect(x, y + step * 0.25, w, step * 0.5);
                    y += step;
                }

                ctx.restore();
            }

            main();
        }
        </script>

傍碼的結尾

        </center>
    </body>
</html>

我只是采用@Xufox的解決方案並將其寫出。 還使用了JS,CSS和HTML。 請享用

  function go(){ score = { x: null, y: null, count: 0, width: 10, height: 10, update: function(){ console.log(this.count); }, draw: function(){ ctx.fillRect(this.x, this.y, this.width, this.height); } }; var WIDTH = 700, HEIGHT = 600, pi = Math.PI; var UpArrow = 38, DownArrow = 40; var canvas, ctx, keystate; var player, ai, ball, score; player = { x: null, y: null, width: 20, height: 100, update: function(){ if(keystate[UpArrow]) this.y -= 7; if(keystate[DownArrow]) this.y += 7; }, draw: function(){ ctx.fillRect(this.x, this.y, this.width, this.height); } }; ai = { x: null, y: null, width: 20, height: 100, update: function(){ var desty = ball.y - (this.height - ball.side)*0.5; this.y += (desty - this.y) * 0.1; }, draw: function(){ ctx.fillRect(this.x, this.y, this.width, this.height); } }; ball = { x: null, y: null, vel: null, side: 20, speed: 9, serve: function(side){ var r = Math.random(); this.x = side===1 ? player.x : ai.x - this.side; this.y = (HEIGHT - this.side)*r; score.count += 1; var phi = 0.1*pi*(1 - 2*r); this.vel = { x: side*this.speed*Math.cos(phi), y: this.speed*Math.sin(phi) }; }, update: function(){ this.x += this.vel.x; this.y += this.vel.y; if(0 > this.y || this.y+this.side > HEIGHT){ var offset = this.vel.y < 0 ? 0 - this.y : HEIGHT - (this.y+this.side); this.y += 2*offset; this.vel.y *= -1; } var AABBIntersect = function(ax, ay, aw, ah, bx, by, bw, bh){ return ax < bx+bw && ay < by+bh && bx < ax+aw && by < ay+ah; }; var pdle = this.vel.x < 0 ? player : ai; if(AABBIntersect(pdle.x, pdle.y, pdle.width, pdle.height, this.x, this.y, this.side, this.side)){ this.x = pdle===player ? player.x+player.width : ai.x - this.side; var n = (this.y + this.side - pdle.y)/(pdle.height+this.side); var phi = 0.25*pi*(2*n - 1); var smash = Math.abs(phi) > 0.2*pi ? 1.5 : 1; this.vel.x = smash*(pdle === player ? 1 : -1)*this.speed*Math.cos(phi); this.vel.y = smash*this.speed*Math.sin(phi); } if(0 > this.x+this.side || this.x > WIDTH){ this.serve(pdle === player ? 1 : -1); } }, draw: function(){ ctx.fillRect(this.x, this.y, this.side, this.side); } }; function main(){ canvas = document.createElement("canvas"); canvas.width = WIDTH; canvas.height = HEIGHT; ctx = canvas.getContext("2d"); document.body.appendChild(canvas); keystate = {}; document.addEventListener("keydown", function(evt) { keystate[evt.keyCode] = true; }); document.addEventListener("keyup", function(evt) { delete keystate[evt.keyCode]; }); init(); var loop = function(){ update(); draw(); window.requestAnimationFrame(loop, canvas); }; window.requestAnimationFrame(loop, canvas); } function init(){ player.x = player.width; player.y = (HEIGHT - player.height)/2; ai.x = WIDTH - (player.width + ai.width); ai.y = (HEIGHT - ai.height)/2; ball.serve(1); } function update(){ ball.update(); player.update(); ai.update(); } function draw(){ ctx.fillRect(0, 0, WIDTH, HEIGHT); ctx.save(); ctx.fillStyle = "#fff"; ball.draw(); player.draw(); ai.draw(); var w = 4; var x = (WIDTH - w) * 0.5; var y = 0; var step = HEIGHT/15; while (y < HEIGHT){ ctx.fillRect(x, y + step * 0.25, w, step * 0.5); y += step; } ctx.restore(); } main(); } 
  canvas { position: absolute; margin: auto; top: 0; bottom: 0; left: 0; right: 0; } 
 <!DOCTYPE html> <html lang = "en"> <head> <title>Title</title> <meta charset="UTF-8"> </head> <body> <center> <h1>Games</h1> <input id="Pong" type="button" value="Pong" onclick="go();" /> </center> <script type="text/javascript" src="javascript.js"></script> </body> </html> 

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