如何添加 "Play Again" 按钮
How to add a "Play Again" button
Link转代码供参考:https://editor.p5js.org/tpant963/sketches/wQy1zfKBW
您好!因此,我正在使用 p5.js 制作一个 Java OOP 概念复习游戏,其中一个问题出现在屏幕上,周围漂浮着带有单词关联的气泡。如果单击时气泡变成绿色,则表示您单击了正确的 answer/association。如果它变成红色,则说明您点击了错误的按钮。
我想制作我的游戏,如果所有正确答案都被点击(意味着所有可能变成绿色的泡泡都被点击),然后会出现一个“再玩一次”按钮,如果你点击它,然后游戏重新开始,您可以再次玩。
我该怎么做?这是一个让我在美学上最接近我想要的最终结果的尝试示例,但它无法 return 返回主菜单并在我单击“再次播放”时实际重新启动游戏此外,我可以仍然在游戏中点击“不正确”的泡泡并得到相同的结果,这是我不想要的。
let menu = 0;
function draw() {
if (menu == 1) {
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);
//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})
if (answerCount > currentQuestion.correct.length){
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)
//Add button to return to main menu.
fill(255, 0, 255);
rect(180, 400, 250, 75);
stroke(100);
strokeWeight(3);
textSize(26);
text('PLAY AGAIN', 230, 450);
}
}
然后我尝试了同样的操作,但尝试在游戏结束时将 mousePressed() 函数分配给“再玩一次”按钮。这是代码:
if (answerCount > currentQuestion.correct.length){
menu = 4;
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)
//Add button to return to main menu.
fill(255, 0, 255);
rect(180, 400, 250, 75);
stroke(100);
strokeWeight(3);
textSize(26);
text('PLAY AGAIN', 230, 450);
}
}
function mousePressed(){
if (menu == 4) {
if (mouseX < 430 && mouseX > 180) {
if (mouseY < 475 && mouseY > 400) {
menu = 0
}
}
}
}
然而,这个游戏甚至不允许出现 post-游戏画面。它只是让我直接回到我制作的游戏菜单,但是当我到达那里时我无法点击任何东西。
谢谢
太近了!
简短回答:您已经有一个条件来检查是否在边界框内按下了一个按钮,以及一个条件来检查是否应该显示再次播放菜单(例如if(answerCount > currentQuestion.correct.length)
).
记住您所处的状态/菜单并使用正确的条件。
模仿你的代码,你会有类似的东西:
if(menu == 1){
if (mouseX < 430 && mouseX > 180) {
if (mouseY < 475 && mouseY > 400) {
// reset answer count
answerCount = 0;
// return to start menu
menu = 0;
}
}
}
更新:
根据您的评论,您需要计算正确气泡的数量(一种方法可能是过滤 CorrectBubble
个实例并对其进行计数(例如 bubbles.filter(bubble => bubble instanceof CorrectBubble)
),以及正确气泡的总数和正确气泡的数量已被点击(再次过滤可以帮助:例如 correctBubbles.filter(bubble => bubble.col === bubble.clickedColor).length)
)
clicked()
可以更新内部布尔值 属性,这将使代码更具可读性(例如,在 clicked()
中添加 this.isClicked = true;
将使 cliecked 气泡过滤器读取为 correctBubbles.filter(bubble => bubble.isClicked)
。
还有一个小的碰撞检测错误,您的意思可能是 if (d < this.r * 0.5)
(并且可能将 this.r
重命名为 this.diameter
以反映它的使用方式)。
更好的是,可以将 reset()
方法添加到 Bubble
class 以重置 boolean
标志和颜色:
reset(){
this.isClicked = false;
this.col = '#000000';
}
气泡很好地封装在 classes 中。您可以对最小化 repetition.
的按钮执行相同的操作
这是您的主要草图的修改版本,具有基本的 Button
class 封装显示并在边界矩形内单击功能:
let menu = 0 //Variable to show the game main menu.
let bubblepopper; //A variable for the image
let bubblepopperM; //A variable for the menu background image
let bubblepopperG; //A variable for the game background image
const bubbles = []; //Array to store the bubbles.
let currentQuestion = null;
const questions = [
{
question: 'What are the 4 types of access modifiers?',
correct: ['public', 'private', 'protected', 'default'],
incorrect: ['method', 'class', 'protection', 'published', 'nested', 'abstract'],
},
{
question: 'Words that go with encapsulation:',
correct: ['class', 'method', 'variable','access modifiers'],
incorrect: ['initial', 'encapsulate', 'complex', 'automatic', 'primitive', 'interface'],
},
{
question: 'Things you can put in a UML OBJECT diagram:',
correct: ['classes', 'variables', 'components', 'methods'],
incorrect: ['packages', 'Java Project', 'client code', 'no booleans', 'no objects', 'concatenation'],
},
{
question: 'Abstract classes...',
correct: ['declare abstract', 'extend subclass', 'no instantiation', 'static & non-static'],
incorrect: ['interface', 'only static', 'slow', 'only public access', 'default methods', 'multiple inheritance'],
},
{
question: 'OOP important words:',
correct: ['encapsulation', 'inheritance', 'polymorphism', 'abstraction'],
incorrect: ['capsuling', 'aggravation', 'adhesion', 'dissociation', 'array', 'submethod'],
},
{
question: 'Which of the following words go together?',
correct: ['private class', 'getter', 'setter', 'protect data'],
incorrect: ['public class', 'char', 'float', 'array', 'settings', 'extends class'],
},
];
class Button{
constructor(x, y, width, height, label, textSize, fillColor){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.label = label;
this.textSize = textSize;
this.fillColor = fillColor;
}
draw(){
push();
textAlign(CENTER);
fill(this.fillColor);
rect(this.x, this.y, this.width, this.height);
stroke(100);
strokeWeight(3);
textSize(this.textSize);
fill(255);
text(this.label, this.x + (this.width * 0.5), this.y + (this.height * 0.75));
pop();
}
isPressed(){
return ((mouseX >= this.x && mouseX <= this.x + this.width) &&
(mouseY >= this.y && mouseY <= this.y + this.height));
}
}
let playButton;
let exitButton;
let instructionsButton;
function preload() {
bubblepopper = loadImage('Bubble Popper Logo.png');
bubblepopperM = loadImage('Bubble Popper Menu Background.jpg');
bubblepopperG = loadImage('Bubble Popper Game Background.jpg');
}
function setup() {
currentQuestion = questions[Math.floor(Math.random() * questions.length)];
createCanvas(600, 600);
for(let i = 0; i < currentQuestion.correct.length; i++) {
bubbles.push(new CorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.correct[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.
for(let i = 0; i < currentQuestion.incorrect.length; i++) {
bubbles.push(new IncorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.incorrect[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.
playButton = new Button(50, 100, 200, 75, 'PLAY', 50, color(64,224,208));
exitButton = new Button(50, 400, 200, 75, 'EXIT', 50, color(255, 0, 255));
instructionsButton = new Button(50, 250, 200, 75, 'INSTRUCTIONS', 26, color(64,224,208));
playAgainButton = new Button(180, 400, 250, 75, 'PLAY AGAIN', 26, color(255, 0, 255));
returnToMenuButton = new Button(180, 400, 250, 75, 'RETURN TO MENU', 26, color(255, 0, 255));
}
function mousePressed() {
//For each bubble in the array, click it and allow it to change to it's correct colour.
bubbles.forEach(bubble => bubble.clicked(mouseX, mouseY));
}
function draw() {
//Set up the main menu and the buttons in it.
background(bubblepopperM);
playButton.draw();
exitButton.draw();
instructionsButton.draw();
image(bubblepopper, 275, 150, 300, 300); //Add the Bubble Popper logo.
if (menu == 1) {
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);
//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})
const correctBubbles = getCorrectBubbles();
if (countClickedBubbles(correctBubbles) === correctBubbles.length){
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)
//Add button to return to main menu.
playAgainButton.draw();
}
}
//When clicked this will show the user instructions on how to play the game.
if (menu == 2) {
background(bubblepopperM)
fill(255);
stroke(100);
strokeWeight(3);
textSize(20)
text('1. A question will be displayed to do with object-oriented', 50, 150)
text('programming (OOP) concepts.', 80, 175)
text('2. Click on the bubbles with the correct word associations', 50, 225)
text('to the question. Correct answers will turn green,', 80, 250)
text(' incorrect answers will turn red when clicked on.', 80, 275)
text('3. The round is over when you select all the correct bubbles', 50, 325)
returnToMenuButton.draw();
}
//Will exit out of the program.
if (menu == 3) {
background(bubblepopperM);
fill(255);
textSize(50);
text('THANKS FOR PLAYING!', 25, height / 2);
playAgainButton.draw();
}
}
function getCorrectBubbles(){
return bubbles.filter(bubble => bubble instanceof CorrectBubble);
}
function countClickedBubbles(bubbles){
return bubbles.filter(bubble => bubble.col === bubble.clickedColor).length;
}
//Determine the mouse coordinates so that the user can click on the buttons.
function mouseClicked() {
if (menu == 0) {
if(playButton.isPressed()){
menu = 1;
}
if(instructionsButton.isPressed()){
menu = 2;
}
if(exitButton.isPressed()){
console.log('exit');
menu = 3;
}
}
if(menu == 1){
if (playAgainButton.isPressed()) {
// return to start menu
menu = 0;
}
}
//Allow the user to go back to the main menu if they click instructions.
if (menu == 2) {
if(returnToMenuButton.isPressed()){
menu = 0;
}
}
//Allow the user to go back to the main menu if they click exit.
if (menu == 3) {
if(playAgainButton.isPressed()){
menu = 0;
}
}
}
此外,基于 menu
的功能也可以封装到 classes 中。这是上面代码的变体,带有一个说明多态性的基本状态机:
let bubblepopper; //A variable for the image
let bubblepopperM; //A variable for the menu background image
let bubblepopperG; //A variable for the game background image
const bubbles = []; //Array to store the bubbles.
let currentQuestion = null;
const questions = [
{
question: 'What are the 4 types of access modifiers?',
correct: ['public', 'private', 'protected', 'default'],
incorrect: ['method', 'class', 'protection', 'published', 'nested', 'abstract'],
},
{
question: 'Words that go with encapsulation:',
correct: ['class', 'method', 'variable','access modifiers'],
incorrect: ['initial', 'encapsulate', 'complex', 'automatic', 'primitive', 'interface'],
},
{
question: 'Things you can put in a UML OBJECT diagram:',
correct: ['classes', 'variables', 'components', 'methods'],
incorrect: ['packages', 'Java Project', 'client code', 'no booleans', 'no objects', 'concatenation'],
},
{
question: 'Abstract classes...',
correct: ['declare abstract', 'extend subclass', 'no instantiation', 'static & non-static'],
incorrect: ['interface', 'only static', 'slow', 'only public access', 'default methods', 'multiple inheritance'],
},
{
question: 'OOP important words:',
correct: ['encapsulation', 'inheritance', 'polymorphism', 'abstraction'],
incorrect: ['capsuling', 'aggravation', 'adhesion', 'dissociation', 'array', 'submethod'],
},
{
question: 'Which of the following words go together?',
correct: ['private class', 'getter', 'setter', 'protect data'],
incorrect: ['public class', 'char', 'float', 'array', 'settings', 'extends class'],
},
];
class Button{
constructor(x, y, width, height, label, textSize, fillColor){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.label = label;
this.textSize = textSize;
this.fillColor = fillColor;
}
draw(){
push();
textAlign(CENTER);
fill(this.fillColor);
rect(this.x, this.y, this.width, this.height);
stroke(100);
strokeWeight(3);
textSize(this.textSize);
fill(255);
text(this.label, this.x + (this.width * 0.5), this.y + (this.height * 0.75));
pop();
}
isPressed(){
return ((mouseX >= this.x && mouseX <= this.x + this.width) &&
(mouseY >= this.y && mouseY <= this.y + this.height));
}
}
class State{
constructor(){
}
mouseClicked(){}
draw(){}
}
class MainMenuState extends State{
draw(){
background(bubblepopperM);
playButton.draw();
exitButton.draw();
instructionsButton.draw();
image(bubblepopper, 275, 150, 300, 300); //Add the Bubble Popper logo.
}
mouseClicked(){
if(playButton.isPressed()){
currentState = playState;
}
if(instructionsButton.isPressed()){
currentState = instructionsState;
}
if(exitButton.isPressed()){
currentState = exitState;
}
}
}
class PlayState extends State{
draw(){
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);
//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})
}
mouseClicked(){
//For each bubble in the array, click it and allow it to change to it's correct colour.
bubbles.forEach(bubble => bubble.clicked(mouseX, mouseY));
// check if all correct bubbles have been clicked
const correctBubbles = getCorrectBubbles();
if (countClickedBubbles(correctBubbles) === correctBubbles.length){
currentState = winState;
}
}
}
class WinState extends State{
draw(){
background(bubblepopperG);
fill(255);
textSize(30);
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2);
//Add button to return to main menu.
playAgainButton.draw();
}
mouseClicked(){
if(playAgainButton.isPressed()){
// reset clicked answers first
bubbles.forEach(bubble => bubble.reset());
// then change state
currentState = menuState;
}
}
}
class InstructionsState extends State{
draw(){
background(bubblepopperM)
fill(255);
stroke(100);
strokeWeight(3);
textSize(20);
text('1. A question will be displayed to do with object-oriented', 50, 150);
text('programming (OOP) concepts.', 80, 175);
text('2. Click on the bubbles with the correct word associations', 50, 225);
text('to the question. Correct answers will turn green,', 80, 250);
text(' incorrect answers will turn red when clicked on.', 80, 275);
text('3. The round is over when you select all the correct bubbles', 50, 325);
returnToMenuButton.draw();
}
mouseClicked(){
if(returnToMenuButton.isPressed()){
currentState = menuState;
}
}
}
class ExitState extends State{
draw(){
background(bubblepopperM);
fill(255);
textSize(50);
text('THANKS FOR PLAYING!', 25, height / 2);
playAgainButton.draw();
}
mouseClicked(){
if(returnToMenuButton.isPressed()){
currentState = menuState;
}
}
}
let playButton;
let exitButton;
let instructionsButton;
let menuState = new MainMenuState();
let playState = new PlayState();
let winState = new WinState();
let instructionsState = new InstructionsState();
let exitState = new ExitState();
let currentState = menuState;
function preload() {
bubblepopper = loadImage('Bubble Popper Logo.png');
bubblepopperM = loadImage('Bubble Popper Menu Background.jpg');
bubblepopperG = loadImage('Bubble Popper Game Background.jpg');
}
function setup() {
currentQuestion = questions[Math.floor(Math.random() * questions.length)];
createCanvas(600, 600);
for(let i = 0; i < currentQuestion.correct.length; i++) {
bubbles.push(new CorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.correct[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.
for(let i = 0; i < currentQuestion.incorrect.length; i++) {
bubbles.push(new IncorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.incorrect[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.
playButton = new Button(50, 100, 200, 75, 'PLAY', 50, color(64,224,208));
exitButton = new Button(50, 400, 200, 75, 'EXIT', 50, color(255, 0, 255));
instructionsButton = new Button(50, 250, 200, 75, 'INSTRUCTIONS', 26, color(64,224,208));
playAgainButton = new Button(180, 400, 250, 75, 'PLAY AGAIN', 26, color(255, 0, 255));
returnToMenuButton = new Button(180, 400, 250, 75, 'RETURN TO MENU', 26, color(255, 0, 255));
}
function draw() {
currentState.draw();
}
function mouseClicked() {
currentState.mouseClicked();
}
function getCorrectBubbles(){
return bubbles.filter(bubble => bubble instanceof CorrectBubble);
}
function countClickedBubbles(bubbles){
return bubbles.filter(bubble => bubble.isClicked).length;
}
当然 Button
class 可以存在于 button.js
中,状态类可以存在于 states.js
中:这将大大减少主草图中的代码。
Link转代码供参考:https://editor.p5js.org/tpant963/sketches/wQy1zfKBW
您好!因此,我正在使用 p5.js 制作一个 Java OOP 概念复习游戏,其中一个问题出现在屏幕上,周围漂浮着带有单词关联的气泡。如果单击时气泡变成绿色,则表示您单击了正确的 answer/association。如果它变成红色,则说明您点击了错误的按钮。
我想制作我的游戏,如果所有正确答案都被点击(意味着所有可能变成绿色的泡泡都被点击),然后会出现一个“再玩一次”按钮,如果你点击它,然后游戏重新开始,您可以再次玩。
我该怎么做?这是一个让我在美学上最接近我想要的最终结果的尝试示例,但它无法 return 返回主菜单并在我单击“再次播放”时实际重新启动游戏此外,我可以仍然在游戏中点击“不正确”的泡泡并得到相同的结果,这是我不想要的。
let menu = 0;
function draw() {
if (menu == 1) {
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);
//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})
if (answerCount > currentQuestion.correct.length){
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)
//Add button to return to main menu.
fill(255, 0, 255);
rect(180, 400, 250, 75);
stroke(100);
strokeWeight(3);
textSize(26);
text('PLAY AGAIN', 230, 450);
}
}
然后我尝试了同样的操作,但尝试在游戏结束时将 mousePressed() 函数分配给“再玩一次”按钮。这是代码:
if (answerCount > currentQuestion.correct.length){
menu = 4;
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)
//Add button to return to main menu.
fill(255, 0, 255);
rect(180, 400, 250, 75);
stroke(100);
strokeWeight(3);
textSize(26);
text('PLAY AGAIN', 230, 450);
}
}
function mousePressed(){
if (menu == 4) {
if (mouseX < 430 && mouseX > 180) {
if (mouseY < 475 && mouseY > 400) {
menu = 0
}
}
}
}
然而,这个游戏甚至不允许出现 post-游戏画面。它只是让我直接回到我制作的游戏菜单,但是当我到达那里时我无法点击任何东西。
谢谢
太近了!
简短回答:您已经有一个条件来检查是否在边界框内按下了一个按钮,以及一个条件来检查是否应该显示再次播放菜单(例如if(answerCount > currentQuestion.correct.length)
).
记住您所处的状态/菜单并使用正确的条件。
模仿你的代码,你会有类似的东西:
if(menu == 1){
if (mouseX < 430 && mouseX > 180) {
if (mouseY < 475 && mouseY > 400) {
// reset answer count
answerCount = 0;
// return to start menu
menu = 0;
}
}
}
更新:
根据您的评论,您需要计算正确气泡的数量(一种方法可能是过滤 CorrectBubble
个实例并对其进行计数(例如 bubbles.filter(bubble => bubble instanceof CorrectBubble)
),以及正确气泡的总数和正确气泡的数量已被点击(再次过滤可以帮助:例如 correctBubbles.filter(bubble => bubble.col === bubble.clickedColor).length)
)
clicked()
可以更新内部布尔值 属性,这将使代码更具可读性(例如,在 clicked()
中添加 this.isClicked = true;
将使 cliecked 气泡过滤器读取为 correctBubbles.filter(bubble => bubble.isClicked)
。
还有一个小的碰撞检测错误,您的意思可能是 if (d < this.r * 0.5)
(并且可能将 this.r
重命名为 this.diameter
以反映它的使用方式)。
更好的是,可以将 reset()
方法添加到 Bubble
class 以重置 boolean
标志和颜色:
reset(){
this.isClicked = false;
this.col = '#000000';
}
气泡很好地封装在 classes 中。您可以对最小化 repetition.
的按钮执行相同的操作这是您的主要草图的修改版本,具有基本的 Button
class 封装显示并在边界矩形内单击功能:
let menu = 0 //Variable to show the game main menu.
let bubblepopper; //A variable for the image
let bubblepopperM; //A variable for the menu background image
let bubblepopperG; //A variable for the game background image
const bubbles = []; //Array to store the bubbles.
let currentQuestion = null;
const questions = [
{
question: 'What are the 4 types of access modifiers?',
correct: ['public', 'private', 'protected', 'default'],
incorrect: ['method', 'class', 'protection', 'published', 'nested', 'abstract'],
},
{
question: 'Words that go with encapsulation:',
correct: ['class', 'method', 'variable','access modifiers'],
incorrect: ['initial', 'encapsulate', 'complex', 'automatic', 'primitive', 'interface'],
},
{
question: 'Things you can put in a UML OBJECT diagram:',
correct: ['classes', 'variables', 'components', 'methods'],
incorrect: ['packages', 'Java Project', 'client code', 'no booleans', 'no objects', 'concatenation'],
},
{
question: 'Abstract classes...',
correct: ['declare abstract', 'extend subclass', 'no instantiation', 'static & non-static'],
incorrect: ['interface', 'only static', 'slow', 'only public access', 'default methods', 'multiple inheritance'],
},
{
question: 'OOP important words:',
correct: ['encapsulation', 'inheritance', 'polymorphism', 'abstraction'],
incorrect: ['capsuling', 'aggravation', 'adhesion', 'dissociation', 'array', 'submethod'],
},
{
question: 'Which of the following words go together?',
correct: ['private class', 'getter', 'setter', 'protect data'],
incorrect: ['public class', 'char', 'float', 'array', 'settings', 'extends class'],
},
];
class Button{
constructor(x, y, width, height, label, textSize, fillColor){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.label = label;
this.textSize = textSize;
this.fillColor = fillColor;
}
draw(){
push();
textAlign(CENTER);
fill(this.fillColor);
rect(this.x, this.y, this.width, this.height);
stroke(100);
strokeWeight(3);
textSize(this.textSize);
fill(255);
text(this.label, this.x + (this.width * 0.5), this.y + (this.height * 0.75));
pop();
}
isPressed(){
return ((mouseX >= this.x && mouseX <= this.x + this.width) &&
(mouseY >= this.y && mouseY <= this.y + this.height));
}
}
let playButton;
let exitButton;
let instructionsButton;
function preload() {
bubblepopper = loadImage('Bubble Popper Logo.png');
bubblepopperM = loadImage('Bubble Popper Menu Background.jpg');
bubblepopperG = loadImage('Bubble Popper Game Background.jpg');
}
function setup() {
currentQuestion = questions[Math.floor(Math.random() * questions.length)];
createCanvas(600, 600);
for(let i = 0; i < currentQuestion.correct.length; i++) {
bubbles.push(new CorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.correct[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.
for(let i = 0; i < currentQuestion.incorrect.length; i++) {
bubbles.push(new IncorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.incorrect[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.
playButton = new Button(50, 100, 200, 75, 'PLAY', 50, color(64,224,208));
exitButton = new Button(50, 400, 200, 75, 'EXIT', 50, color(255, 0, 255));
instructionsButton = new Button(50, 250, 200, 75, 'INSTRUCTIONS', 26, color(64,224,208));
playAgainButton = new Button(180, 400, 250, 75, 'PLAY AGAIN', 26, color(255, 0, 255));
returnToMenuButton = new Button(180, 400, 250, 75, 'RETURN TO MENU', 26, color(255, 0, 255));
}
function mousePressed() {
//For each bubble in the array, click it and allow it to change to it's correct colour.
bubbles.forEach(bubble => bubble.clicked(mouseX, mouseY));
}
function draw() {
//Set up the main menu and the buttons in it.
background(bubblepopperM);
playButton.draw();
exitButton.draw();
instructionsButton.draw();
image(bubblepopper, 275, 150, 300, 300); //Add the Bubble Popper logo.
if (menu == 1) {
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);
//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})
const correctBubbles = getCorrectBubbles();
if (countClickedBubbles(correctBubbles) === correctBubbles.length){
background(bubblepopperG)
textSize(30)
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2)
//Add button to return to main menu.
playAgainButton.draw();
}
}
//When clicked this will show the user instructions on how to play the game.
if (menu == 2) {
background(bubblepopperM)
fill(255);
stroke(100);
strokeWeight(3);
textSize(20)
text('1. A question will be displayed to do with object-oriented', 50, 150)
text('programming (OOP) concepts.', 80, 175)
text('2. Click on the bubbles with the correct word associations', 50, 225)
text('to the question. Correct answers will turn green,', 80, 250)
text(' incorrect answers will turn red when clicked on.', 80, 275)
text('3. The round is over when you select all the correct bubbles', 50, 325)
returnToMenuButton.draw();
}
//Will exit out of the program.
if (menu == 3) {
background(bubblepopperM);
fill(255);
textSize(50);
text('THANKS FOR PLAYING!', 25, height / 2);
playAgainButton.draw();
}
}
function getCorrectBubbles(){
return bubbles.filter(bubble => bubble instanceof CorrectBubble);
}
function countClickedBubbles(bubbles){
return bubbles.filter(bubble => bubble.col === bubble.clickedColor).length;
}
//Determine the mouse coordinates so that the user can click on the buttons.
function mouseClicked() {
if (menu == 0) {
if(playButton.isPressed()){
menu = 1;
}
if(instructionsButton.isPressed()){
menu = 2;
}
if(exitButton.isPressed()){
console.log('exit');
menu = 3;
}
}
if(menu == 1){
if (playAgainButton.isPressed()) {
// return to start menu
menu = 0;
}
}
//Allow the user to go back to the main menu if they click instructions.
if (menu == 2) {
if(returnToMenuButton.isPressed()){
menu = 0;
}
}
//Allow the user to go back to the main menu if they click exit.
if (menu == 3) {
if(playAgainButton.isPressed()){
menu = 0;
}
}
}
此外,基于 menu
的功能也可以封装到 classes 中。这是上面代码的变体,带有一个说明多态性的基本状态机:
let bubblepopper; //A variable for the image
let bubblepopperM; //A variable for the menu background image
let bubblepopperG; //A variable for the game background image
const bubbles = []; //Array to store the bubbles.
let currentQuestion = null;
const questions = [
{
question: 'What are the 4 types of access modifiers?',
correct: ['public', 'private', 'protected', 'default'],
incorrect: ['method', 'class', 'protection', 'published', 'nested', 'abstract'],
},
{
question: 'Words that go with encapsulation:',
correct: ['class', 'method', 'variable','access modifiers'],
incorrect: ['initial', 'encapsulate', 'complex', 'automatic', 'primitive', 'interface'],
},
{
question: 'Things you can put in a UML OBJECT diagram:',
correct: ['classes', 'variables', 'components', 'methods'],
incorrect: ['packages', 'Java Project', 'client code', 'no booleans', 'no objects', 'concatenation'],
},
{
question: 'Abstract classes...',
correct: ['declare abstract', 'extend subclass', 'no instantiation', 'static & non-static'],
incorrect: ['interface', 'only static', 'slow', 'only public access', 'default methods', 'multiple inheritance'],
},
{
question: 'OOP important words:',
correct: ['encapsulation', 'inheritance', 'polymorphism', 'abstraction'],
incorrect: ['capsuling', 'aggravation', 'adhesion', 'dissociation', 'array', 'submethod'],
},
{
question: 'Which of the following words go together?',
correct: ['private class', 'getter', 'setter', 'protect data'],
incorrect: ['public class', 'char', 'float', 'array', 'settings', 'extends class'],
},
];
class Button{
constructor(x, y, width, height, label, textSize, fillColor){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.label = label;
this.textSize = textSize;
this.fillColor = fillColor;
}
draw(){
push();
textAlign(CENTER);
fill(this.fillColor);
rect(this.x, this.y, this.width, this.height);
stroke(100);
strokeWeight(3);
textSize(this.textSize);
fill(255);
text(this.label, this.x + (this.width * 0.5), this.y + (this.height * 0.75));
pop();
}
isPressed(){
return ((mouseX >= this.x && mouseX <= this.x + this.width) &&
(mouseY >= this.y && mouseY <= this.y + this.height));
}
}
class State{
constructor(){
}
mouseClicked(){}
draw(){}
}
class MainMenuState extends State{
draw(){
background(bubblepopperM);
playButton.draw();
exitButton.draw();
instructionsButton.draw();
image(bubblepopper, 275, 150, 300, 300); //Add the Bubble Popper logo.
}
mouseClicked(){
if(playButton.isPressed()){
currentState = playState;
}
if(instructionsButton.isPressed()){
currentState = instructionsState;
}
if(exitButton.isPressed()){
currentState = exitState;
}
}
}
class PlayState extends State{
draw(){
background(bubblepopperG)
fill(0)
textSize(25)
text(currentQuestion.question, 25, 300);
//Allow the bubbles to move and be displayed on the screen.
bubbles.forEach(bubble => {
bubble.move();
bubble.display();
})
}
mouseClicked(){
//For each bubble in the array, click it and allow it to change to it's correct colour.
bubbles.forEach(bubble => bubble.clicked(mouseX, mouseY));
// check if all correct bubbles have been clicked
const correctBubbles = getCorrectBubbles();
if (countClickedBubbles(correctBubbles) === correctBubbles.length){
currentState = winState;
}
}
}
class WinState extends State{
draw(){
background(bubblepopperG);
fill(255);
textSize(30);
text('YOU GOT ALL THE RIGHT BUBBLES!', 25, height / 2);
//Add button to return to main menu.
playAgainButton.draw();
}
mouseClicked(){
if(playAgainButton.isPressed()){
// reset clicked answers first
bubbles.forEach(bubble => bubble.reset());
// then change state
currentState = menuState;
}
}
}
class InstructionsState extends State{
draw(){
background(bubblepopperM)
fill(255);
stroke(100);
strokeWeight(3);
textSize(20);
text('1. A question will be displayed to do with object-oriented', 50, 150);
text('programming (OOP) concepts.', 80, 175);
text('2. Click on the bubbles with the correct word associations', 50, 225);
text('to the question. Correct answers will turn green,', 80, 250);
text(' incorrect answers will turn red when clicked on.', 80, 275);
text('3. The round is over when you select all the correct bubbles', 50, 325);
returnToMenuButton.draw();
}
mouseClicked(){
if(returnToMenuButton.isPressed()){
currentState = menuState;
}
}
}
class ExitState extends State{
draw(){
background(bubblepopperM);
fill(255);
textSize(50);
text('THANKS FOR PLAYING!', 25, height / 2);
playAgainButton.draw();
}
mouseClicked(){
if(returnToMenuButton.isPressed()){
currentState = menuState;
}
}
}
let playButton;
let exitButton;
let instructionsButton;
let menuState = new MainMenuState();
let playState = new PlayState();
let winState = new WinState();
let instructionsState = new InstructionsState();
let exitState = new ExitState();
let currentState = menuState;
function preload() {
bubblepopper = loadImage('Bubble Popper Logo.png');
bubblepopperM = loadImage('Bubble Popper Menu Background.jpg');
bubblepopperG = loadImage('Bubble Popper Game Background.jpg');
}
function setup() {
currentQuestion = questions[Math.floor(Math.random() * questions.length)];
createCanvas(600, 600);
for(let i = 0; i < currentQuestion.correct.length; i++) {
bubbles.push(new CorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.correct[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.
for(let i = 0; i < currentQuestion.incorrect.length; i++) {
bubbles.push(new IncorrectBubble(random(-3, 3), random(-3, 3), currentQuestion.incorrect[i], random(width), random(height), random(80,100)));
} //The new bubbles will be added to the bubbles array.
playButton = new Button(50, 100, 200, 75, 'PLAY', 50, color(64,224,208));
exitButton = new Button(50, 400, 200, 75, 'EXIT', 50, color(255, 0, 255));
instructionsButton = new Button(50, 250, 200, 75, 'INSTRUCTIONS', 26, color(64,224,208));
playAgainButton = new Button(180, 400, 250, 75, 'PLAY AGAIN', 26, color(255, 0, 255));
returnToMenuButton = new Button(180, 400, 250, 75, 'RETURN TO MENU', 26, color(255, 0, 255));
}
function draw() {
currentState.draw();
}
function mouseClicked() {
currentState.mouseClicked();
}
function getCorrectBubbles(){
return bubbles.filter(bubble => bubble instanceof CorrectBubble);
}
function countClickedBubbles(bubbles){
return bubbles.filter(bubble => bubble.isClicked).length;
}
当然 Button
class 可以存在于 button.js
中,状态类可以存在于 states.js
中:这将大大减少主草图中的代码。