[英]2D Platform shooter Canvas game | Creating the shooting function
因此,我正在針對學校項目開發這款非常基本的游戲。 我讓所有基本控制器都在工作,跳躍,左右導航,但我一直在努力尋找使角色能夠射擊的方法。 我也想做到這一點,就像每次拍攝之間的休息一樣,就像一個螺栓動作。 碰撞部分應該沒有問題,因此無需任何幫助。
(function() {
var requestAnimationFrame =
window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 640,
height = 480,
player = {
x: width / 2,
y: height - 140,
width: 35,
height: 90,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false
},
keys = [],
friction = 0.8,
gravity = 0.3;
var hovedkarakterBilde = new Image();
hovedkarakterBilde.src = "mc1.png";
var boxes = [];
// dimensions
boxes.push({
// venstre vegg
x: 0,
y: 0,
width: 10,
height: height
});
boxes.push({
// gulv
x: 0,
y: height - 68,
width: width,
height: 1
});
boxes.push({
x: 120,
y: 250,
width: 80,
height: 80
});
boxes.push({
x: 170,
y: 275,
width: 80,
height: 80
});
boxes.push({
x: 220,
y: 325,
width: 80,
height: 80
});
boxes.push({
x: 270,
y: 225,
width: 40,
height: 40
});
canvas.width = width;
canvas.height = height;
function update() {
// check keys
if (keys[38]) {
// up arrow or space
if (!player.jumping && player.grounded) {
player.jumping = true;
player.grounded = false;
player.velY = -player.speed * 2;
}
}
if (keys[39]) {
// right arrow
if (player.velX < player.speed) {
player.velX++;
}
}
if (keys[37]) {
// left arrow
if (player.velX > -player.speed) {
player.velX--;
}
}
player.velX *= friction;
player.velY += gravity;
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "black";
ctx.beginPath();
player.grounded = false;
for (var i = 0; i < boxes.length; i++) {
ctx.rect(boxes[i].x, boxes[i].y, boxes[i].width, boxes[i].height);
var dir = colCheck(player, boxes[i]);
if (dir === "l" || dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -1;
}
}
if (player.grounded) {
player.velY = 0;
}
player.x += player.velX;
player.y += player.velY;
ctx.fill();
ctx.drawImage(
hovedkarakterBilde,
player.x,
player.y,
player.width,
player.height
);
requestAnimationFrame(update);
}
function colCheck(shapeA, shapeB) {
// get the vectors to check against
var vX = shapeA.x + shapeA.width / 2 - (shapeB.x + shapeB.width / 2),
vY = shapeA.y + shapeA.height / 2 - (shapeB.y + shapeB.height / 2),
// add the half widths and half heights of the objects
hWidths = shapeA.width / 2 + shapeB.width / 2,
hHeights = shapeA.height / 2 + shapeB.height / 2,
colDir = null;
// if the x and y vector are less than the half width or half height, they
we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
// figures out on which side we are colliding (top, bottom, left, or right)
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
}
document.body.addEventListener("keydown", function(e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function() {
update();
});
HTML:
</head>
<body>
<canvas id="canvas" style="background: url('bakgrunn1.png')"></canvas>
</body>
<script src="spillv2.js"></script>
您首先要考慮的是子彈是命中掃描還是彈丸。 命中掃描意味着當子彈發射時,子彈立即擊中目標。 這可以通過使用射線投射檢查是否撞擊到對象來完成。 基於彈丸的子彈是指用戶指向某個方向時,子彈實際上會“移動”。 這可以通過向播放器添加“子彈”數組來實現。 因此,當玩家單擊時,將在項目列表中添加項目符號對象。 該項目符號對象將在繪制循環中自行繪制,並將從用戶移動到其指向的方向。
添加延遲很簡單,您可以擁有一個“ cooldown”變量,該變量是一個持續n毫秒的計數器。 當用戶觸發時,計數器設置為n並開始遞減計數到0。當用戶觸發時,計數器便可以再次觸發。
好吧,您可以創建一個shoot(e)
函數, shoot(e)
,當用戶按下(按鍵)空間然后創建一個新數組時會調用它,比如ammo[]
。 然后,在shoot()
您將執行以下操作:
const ammo = [];
let shooting = false;
function shoot(e) {
e = e || event;
const key = e.keyCode;
if(shooting) return; // This will prevent from shooting more bullets while holding space
// So you'd need to press space for each time you want to shoot.
if(key == 32) { // Key code 32 is SPACE
shooting = true;
// You get the coordinates from your player, from which the bullet will shoot
ammo.push({
x: player.x,
y: player.y + (player.height / 2)
// Player.height / 2 is basically setting the ammo at the middle of the character
});
}
}
然后,我假設您在update()
函數中進行了所有更新(是的,從邏輯上說:D),您將執行以下操作:
function update() {
// Insert it somewhere
for(let i = 0; i < ammo.length; i++) {
// The "theBullet" part refers to either your image for the bullet
ctx.drawImage(theBullet, ammo[i].x, ammo[i].y;
ammo[i].x++ // Or however fast you'd like it to go.
}
}
希望它有點清晰,我正在自己開發一款太空射擊游戲,快要完成了,所以在這里分享了我的一些代碼:)並不意味着它是最好的,但是它確實可以工作:)
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.