为什么“螃蟹”(实体)不像“怪物”(也是实体)那样可触摸

Why isn't the "crab" (an entity) touchable like the "monster" (also an entity)?

本文关键字:实体 触摸 不像 螃蟹 为什么 怪物      更新时间:2023-09-26

我正在开发一个游戏,我想知道为什么"螃蟹"(实体)不能像"怪物"(也是一个实体)那样被杀死。我的意思是,如果我触摸哥布林怪物,我会得到一个点,但我只是走过螃蟹。我试图添加一个如果..否则,但随后玩家每秒获得数千分。我做错了什么?

// 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>

因为你只是在检查英雄是否与monster碰撞。

hero.x <= (monster.x + 32) && monster.x <= (hero.x + 32) && hero.y <= (monster.y + 32) && monster.y <= (hero.y + 32)

相反,您可能应该创建一个函数来检查它们是否冲突:

function isColliding(a, b) {
  return a.x <= (b.x + 32) && b.x <= (a.x + 32) &&
         a.y <= (b.y + 32) && b.y <= (a.y + 32);
}
if (isColliding(hero, monster)) { ...

然后使用还检查它们是否与crab碰撞。

if (isColliding(hero, crab)) { ...

如果你把所有的"怪物"放到一个数组中,然后检查数组中的每个怪物,那会更可持续(直到你有很多怪物)。

至于快速获得大量积分的问题:您必须从游戏区移除怪物(或螃蟹)并在update阶段停止检查碰撞,否则玩家将继续与螃蟹碰撞并获得积分。

一个解决方案是给你的怪物一个active(或类似的属性)。默认情况下,这将是真的,但是当玩家与他们发生碰撞时,这将是假的。然后,您将仅绘制它们并检查碰撞active是否为真。