1
내 코드에서 6 개의 스프라이트를 만들었고 무작위로 캔버스에 생성했지만 때로는 스프라이트가 서로 위에 생성되는 경우가 있습니다. 난 내 장애물 자동차의 모든 산란하고있는 곳입니다 주석 "장애물 자동차를 입력"에서sprite가 서로 겹치지 않게하십시오.
//Setting the canvas and context
var canvas = document.getElementById('background');
var context = canvas.getContext('2d');
//================
// CAR Class
//================
//Uploading obstacle car
var carImage = new Image();
carImage.src = "img/Car.png";
function Car(x, y, speed, mod, angle) {
this.x = x; // x center of car
this.y = y; // y center of car
this.speed = speed;
this.mod = mod;
this.angle = angle;
this.move = function() {
this.x += (this.speed * this.mod) * Math.cos(Math.PI/180 * this.angle);
this.y += (this.speed * this.mod) * Math.sin(Math.PI/180 * this.angle);
if (this.y > context.canvas.height + 150) {
this.y = -carImage.height;
this.x = Math.floor(Math.random() * (canvas.width));
}
};
this.draw = function() {
context.save();
context.translate(this.x, this.y);
context.rotate(this.angle* Math.PI/180);
context.drawImage(carImage, -(carImage.width/2), -(carImage.height/2));
context.restore();
if (this.x > context.canvas.width){
context.beginPath();
context.fillStyle = "red";
context.font = "50px Verdana"
context.fillText("Out of bounds! Get Back!", 100, 100);
}
if (this.x < 0){
context.beginPath();
context.fillStyle = "red";
context.font = "50px Verdana"
context.fillText("Out of bounds! Get Back!", 100, 100);
}
};
this.testCollision = function(other) {
dx = (Math.abs(other.x - this.x))
dy = (Math.abs(other.y - this.y))
da = (carImage.width/2)
db = (carImage.height)
if (dx < da && dy < db) {
this.mod = 0;
}
};
}
//================
//ENTER: USER CAR
//================
var userCar = new Car(450, 730, 20, -1, -90);
setupKeys(userCar);
//=====================
//ENTER: OBSTACLE CARS
//=====================
var obstacleCar1;
var obstacleCar2;
var obstacleCar3;
var obstacleCar4;
var obstacleCar5;
var obstacleCar6;
// ================
//Starting game
// ================
function setupGame() {
obstacleCar1 = new Car(150, 10, 5, 2.9, 90);
obstacleCar2 = new Car(300, 10, 5, 2.9, 90);
obstacleCar3 = new Car(450, 10, 5, 2.9, 90);
obstacleCar4 = new Car(600, 10, 5, 2.9, 90);
obstacleCar5 = new Car(750, 10, 5, 2.9, 90);
obstacleCar6 = new Car(900, 10, 5, 2.9, 90);
gameOver = false;
startTime = Date.now();
score = 0;
}
//=========================
//Properties for score keep
//=========================
var score;
var startTime;
var gameOver;
var spaceBarPressed = false;
//=========================
// Launch the game
//=========================
setupGame();
var gameLoopInterval = setInterval(gameLoop, 30);
//===========================
//Draw Final and Elasped Time
//===========================
function drawElapsedTime() {
context.save();
context.fillStyle = "black";
context.font = "30px Verdana";
context.fillText(parseInt((Date.now() - startTime)/1000) + " secs", canvas.width - 110, 40);
context.restore();
}
function drawFinalScore() {
context.save();
context.fillStyle = "black";
context.font = "30px Verdana";
context.fillText("Game Over: " + score + " secs", 368, 100);
context.font = "12px Verdana";
context.fillText("Press space to restart", 450, 150);
context.restore();
}
//========================
//All game draw properties
//========================
function gameLoop() {
context.clearRect(0, 0, canvas.width, canvas.height);
if (gameOver) {
drawFinalScore();
if (spaceBarPressed) {
setupGame();
}
return;
}
obstacleCar1.move();
obstacleCar1.draw();
obstacleCar1.testCollision(userCar);
//Spawn obstacle cars at different times
if (parseInt((Date.now() - startTime)/1000) >= 3){
obstacleCar2.move();
obstacleCar2.testCollision(userCar);
obstacleCar2.draw();
}
if (parseInt((Date.now() - startTime)/1000) >= 5){
obstacleCar3.move();
obstacleCar3.testCollision(userCar);
obstacleCar3.draw();
}
if (parseInt((Date.now() - startTime)/1000) >= 7){
obstacleCar4.move();
obstacleCar4.testCollision(userCar);
obstacleCar4.draw();
}
if (parseInt((Date.now() - startTime)/1000) >= 10){
obstacleCar5.move();
obstacleCar5.testCollision(userCar);
obstacleCar5.draw();
}
if (parseInt((Date.now() - startTime)/1000) >= 13){
obstacleCar6.move();
obstacleCar6.testCollision(userCar);
obstacleCar6.draw();
}
//ULTIMATE MODE increase speed for all cars
if (parseInt((Date.now() - startTime)/1000) >= 15){
obstacleCar1.speed = 9;
obstacleCar2.speed = 9;
obstacleCar3.speed = 9;
obstacleCar4.speed = 9;
obstacleCar5.speed = 9;
obstacleCar6.speed = 9;
}
//Display ULTIMATE MODE When it starts
if (parseInt((Date.now() - startTime)/1000) >= 15 && parseInt((Date.now() - startTime)/1000) <= 19){
context.beginPath();
context.fillStyle = "red";
context.font = "50px Verdana"
context.fillText("ULTIMATE MODE!", 100, 100);
}
if (obstacleCar1.mod === 0) {
score = parseInt((Date.now() - startTime)/1000);
gameOver = true;
spaceBarPressed = false;
}
if (obstacleCar2.mod === 0) {
score = parseInt((Date.now() - startTime)/1000);
gameOver = true;
spaceBarPressed = false;
}
if (obstacleCar3.mod === 0) {
score = parseInt((Date.now() - startTime)/1000);
gameOver = true;
spaceBarPressed = false;
}
if (obstacleCar4.mod === 0) {
score = parseInt((Date.now() - startTime)/1000);
gameOver = true;
spaceBarPressed = false;
}
if (obstacleCar5.mod === 0) {
score = parseInt((Date.now() - startTime)/1000);
gameOver = true;
spaceBarPressed = false;
}
if (obstacleCar6.mod === 0) {
score = parseInt((Date.now() - startTime)/1000);
gameOver = true;
spaceBarPressed = false;
}
userCar.draw();
drawElapsedTime();
}
//=========================
// BORDERS
//=========================
function borderCar() {
if (this.x > context.canvas.width){
context.beginPath();
context.fillStyle = "red";
context.font = "50px Verdana"
context.fillText("Out of bounds! Get Back!", 100, 100);
}
};
function borderCar2() {
if (this.x < 0){
context.beginPath();
context.fillStyle = "red";
context.font = "50px Verdana"
context.fillText("Out of bounds! Get Back!", 100, 100);
}
};
//========================
// Keys handling
//========================
function setupKeys(target) {
var cancelledKeys = [32, 37, 38, 39, 40];
function keyUpHandler(event) {
if (event.keyCode == 38 || event.keyCode == 40) {
mod = 0;
}
}
function keyDownHandler(event) {
var keyCode = event.keyCode;
if (keyCode == 37) {
target.x -= target.speed;
}
if (keyCode == 39) {
target.x += target.speed;
}
if (keyCode == 32) {
spaceBarPressed = true;
}
// space and arrow keys
if (cancelledKeys.indexOf(keyCode) > -1) {
event.preventDefault();
}
}
//Event listeners for keys
window.addEventListener("keydown", keyDownHandler, false);
window.addEventListener("keyup", keyUpHandler, false);
}
:
여기에 내가 캔버스에 내 차를 그려 내 모든 코드입니다. 당신이 here
쿨하지만 코드가 서로의 위에 산란 장애물을 피하기 위해 어디 있는지 구체적으로 말해 줄 수 : 당신이해야 할 한 가지에 캔버스 ID를 변경할 수 있습니다. –
같은 장소에서 스폰되지만 스폰되는 자동차가 여러 개인 경우 두 가지 객체 검사 만 수행했습니다. 그래서 어떤 방법으로 몇 가지 방법을 스폰 방법. 위치를 배열에 저장 한 다음 x 및 y 값을 생성하고 배열에 있는지 확인하십시오. –