如何在 canvas 中旋转物体时使用键盘 360* 射击子弹?
How do i shoot bullets 360* using keyboard while rotating a object in canvas?
我希望我的物体在旋转或移动时朝我的物体所面对的方向射击,关于如何做到这一点有什么想法吗?
我也是初学者,我几天前才开始学习,所以我很难找到代码并学习它们,而且我找不到好的老师或网站。
这是代码,我尝试了一些但我很确定它完全失败了..
var myGamePiece;
function startGame() {
bullet = new component(5, 5, 'blue', 300, 300);
myGamePiece = new component(30, 30, "red", 225, 225);
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 1400;
this.canvas.height = 750;
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.speedx = 0;
this.speedy = 0;
this.angle = 0;
this.moveAngle = 0;
this.x = x;
this.y = y;
this.s = x;
this.u = 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.speedx;
this.y += this.speedy;
this.s += this.speed * Math.sin(this.angle);
this.u -= this.speed * Math.cos(this.angle);
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.moveAngle = 0;
myGamePiece.speedx = 0;
myGamePiece.speedy = 0;
bullet.speed = 0;
if (myGameArea.keys && myGameArea.keys[90]) {myGamePiece.moveAngle = -3; }
if (myGameArea.keys && myGameArea.keys[88]) {myGamePiece.moveAngle = 3; }
if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speedy= -2; }
if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speedy= 2; }
if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.speedx= 2; }
if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.speedx= -2; }
if (myGameArea.keys && myGameArea.keys[32]) {bullet.speed= -3; }
bullet.newPos();
bullet.update();
myGamePiece.newPos();
myGamePiece.update();
}
window.onload = function() {
var myGamePiece;
var bullet;
var myGameArea;
var ctx;
function startGame() {
bullet = new component(5, 5, 'blue', 300, 300);
myGamePiece = new component(30, 30, "red", 225, 225);
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 1400;
this.canvas.height = 750;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
bullet.speed = 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.angle = 0;
this.moveAngle = 0;
this.x = x;
this.y = y;
this.speed = 0;
this.speedx = 0;
this.speedy = 0;
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.speedx;
this.y += this.speedy;
this.x += this.speed * Math.cos(this.angle);
this.y += this.speed * Math.sin(this.angle);
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.moveAngle = 0;
myGamePiece.speedx = 0;
myGamePiece.speedy = 0;
if (myGameArea.keys && myGameArea.keys[90]) {myGamePiece.moveAngle = -3; }
if (myGameArea.keys && myGameArea.keys[88]) {myGamePiece.moveAngle = 3; }
if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speedy= -2; }
if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speedy= 2; }
if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.speedx= 2; }
if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.speedx= -2; }
if (myGameArea.keys && myGameArea.keys[32]) {
bullet.angle = myGamePiece.angle;
bullet.x = myGamePiece.x;
bullet.y = myGamePiece.y;
bullet.speed= 3;
}
bullet.newPos();
bullet.update();
myGamePiece.newPos();
myGamePiece.update();
}
startGame();
}
你几乎已经成功了,最大的问题是 bullet.speed = 0;在游戏循环中让它永远不会移动。
您还更新了 this.s 和 this.u,但它从未在其他地方使用过,所以我修复了这部分。
this.s += this.speed * Math.sin(this.angle);
this.u -= this.speed * Math.cos(this.angle);
我还添加了一些额外的代码,以便它从红色立方体位置触发。
最好将您的代码与我的更改进行比较,看看还有哪些更改,但我认为我已经突出了要点。
我希望我的物体在旋转或移动时朝我的物体所面对的方向射击,关于如何做到这一点有什么想法吗?
我也是初学者,我几天前才开始学习,所以我很难找到代码并学习它们,而且我找不到好的老师或网站。 这是代码,我尝试了一些但我很确定它完全失败了..
var myGamePiece;
function startGame() {
bullet = new component(5, 5, 'blue', 300, 300);
myGamePiece = new component(30, 30, "red", 225, 225);
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 1400;
this.canvas.height = 750;
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.speedx = 0;
this.speedy = 0;
this.angle = 0;
this.moveAngle = 0;
this.x = x;
this.y = y;
this.s = x;
this.u = 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.speedx;
this.y += this.speedy;
this.s += this.speed * Math.sin(this.angle);
this.u -= this.speed * Math.cos(this.angle);
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.moveAngle = 0;
myGamePiece.speedx = 0;
myGamePiece.speedy = 0;
bullet.speed = 0;
if (myGameArea.keys && myGameArea.keys[90]) {myGamePiece.moveAngle = -3; }
if (myGameArea.keys && myGameArea.keys[88]) {myGamePiece.moveAngle = 3; }
if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speedy= -2; }
if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speedy= 2; }
if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.speedx= 2; }
if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.speedx= -2; }
if (myGameArea.keys && myGameArea.keys[32]) {bullet.speed= -3; }
bullet.newPos();
bullet.update();
myGamePiece.newPos();
myGamePiece.update();
}
window.onload = function() {
var myGamePiece;
var bullet;
var myGameArea;
var ctx;
function startGame() {
bullet = new component(5, 5, 'blue', 300, 300);
myGamePiece = new component(30, 30, "red", 225, 225);
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 1400;
this.canvas.height = 750;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
bullet.speed = 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.angle = 0;
this.moveAngle = 0;
this.x = x;
this.y = y;
this.speed = 0;
this.speedx = 0;
this.speedy = 0;
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.speedx;
this.y += this.speedy;
this.x += this.speed * Math.cos(this.angle);
this.y += this.speed * Math.sin(this.angle);
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.moveAngle = 0;
myGamePiece.speedx = 0;
myGamePiece.speedy = 0;
if (myGameArea.keys && myGameArea.keys[90]) {myGamePiece.moveAngle = -3; }
if (myGameArea.keys && myGameArea.keys[88]) {myGamePiece.moveAngle = 3; }
if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speedy= -2; }
if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speedy= 2; }
if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.speedx= 2; }
if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.speedx= -2; }
if (myGameArea.keys && myGameArea.keys[32]) {
bullet.angle = myGamePiece.angle;
bullet.x = myGamePiece.x;
bullet.y = myGamePiece.y;
bullet.speed= 3;
}
bullet.newPos();
bullet.update();
myGamePiece.newPos();
myGamePiece.update();
}
startGame();
}
你几乎已经成功了,最大的问题是 bullet.speed = 0;在游戏循环中让它永远不会移动。
您还更新了 this.s 和 this.u,但它从未在其他地方使用过,所以我修复了这部分。
this.s += this.speed * Math.sin(this.angle);
this.u -= this.speed * Math.cos(this.angle);
我还添加了一些额外的代码,以便它从红色立方体位置触发。
最好将您的代码与我的更改进行比较,看看还有哪些更改,但我认为我已经突出了要点。