好的,所以我已经设法绘制了一个玩家图像,但是现在我正在尝试绘制一个敌人,但它不起作用。我添加了警报,它显示程序正在执行绘制敌人功能,但它仍然不会绘制?
这是运行的东西:http : //www.taffatech.com/DarkOrbit.html 整个代码:http ://www.taffatech.com/Source.js
如果有人可以帮助我,我将不胜感激!
这是我的数据函数:
function Player() //Object
{
//////Your ships values
this.PlayerHullMax = 1000;
this.PlayerHull = 1000;
this.PlayerShieldMax = 1000;
this.PlayerShield = 347;
this.SpaceCrystal = 2684;
this.Speed = 10; //should be around 2 pixels every-time draw is called by interval, directly linked to the fps global variable
////////////
///////////flags
this.isUpKey = false;
this.isDownKey = false;
this.isLeftKey = false;
this.isRightKey = false;
/////////////
//////////extra
/////////////
////Pick Ship
this.type = "Cruiser";
this.srcX = PlayerSrcXPicker(this.type);
this.srcY = PlayerSrcYPicker(this.type);
this.drawX = PlayerdrawXPicker(this.type);
this.drawY = PlayerdrawYPicker(this.type);
this.playerWidth = PlayerWidthPicker(this.type);
this.playerHeight = PlayerHeightPicker(this.type);
////
}
Player.prototype.draw = function()
{
ClearPlayerCanvas();
ctxPlayer.globalAlpha=1;
this.checkDirection(); //must before draw pic to canvas because you have new coords now from the click
ctxPlayer.drawImage(spriteImage,this.srcX,this.srcY,this.playerWidth,this.playerHeight,this.drawX,this.drawY,this.playerWidth,this.playerHeight);
};
Player.prototype.checkDirection = function() //these functions are in the PLayer class
{
if(this.isUpKey == true)//if true
{
if(Player1.drawY >= (0 + this.Speed))
{
this.drawY -= this.Speed;
}
}
if(this.isRightKey == true)
{
if(Player1.drawX <= (canvasWidthPlayer - this.playerWidth))
{
this.drawX += this.Speed;
}
}
if(this.isDownKey == true)
{
if(Player1.drawY <= (canvasHeightPlayer - this.playerHeight))
{
this.drawY += this.Speed;
}
}
if(this.isLeftKey == true)
{
if(Player1.drawX >= (0 + this.Speed))
{
this.drawX -= this.Speed;
}
}
};
///////////////////END PLAYER DATA////////////////////////////////////////////////
function Enemy() //Object
{
//////Your ships values
this.EnemyHullMax = 1000;
this.EnemyHull = 1000;
this.EnemyShieldMax = 1000;
this.EnemyShield = 347;
this.SpaceCrystalReward = 2684;
this.EnemySpeed = 10; //should be around 2 pixels every-time draw is called by interval, directly linked to the fps global variable
////////////
////Pick Ship
this.type = "Hover";
this.srcX = EnemySrcXPicker(this.type);
this.srcY = EnemySrcYPicker(this.type);
this.drawX = EnemydrawXPicker(this.type);
this.drawY = EnemydrawYPicker(this.type);
this.enemyWidth = EnemyWidthPicker(this.type);
this.enemyHeight = EnemyHeightPicker(this.type);
////
}
Enemy.prototype.draw = function()
{
ClearEnemyCanvas();
ctxEnemy.globalAlpha=1;
ctxEnemy.drawImage(spriteImage,this.srcX,this.srcY,this.playerWidth,this.playerHeight,this. drawX,this.drawY,this.playerWidth,this.playerHeight);
}
//////////START ENEMY DATA//////////////////
function PlayerSrcXPicker(type) //these functions can be used by player and enemy
{
if (type == "Cruiser")
{
return 0;
}
}
function PlayerSrcYPicker(type)
{
if (type == "Cruiser")
{
return 1385;
}
}
function PlayerdrawXPicker(type)
{
if (type == "Cruiser")
{
return 100;
}
}
function PlayerdrawYPicker(type)
{
if (type== "Cruiser")
{
return 400;
}
}
function PlayerWidthPicker(type)
{
if (type == "Cruiser")
{
return 148;
}
}
function PlayerHeightPicker(type)
{
if (type == "Cruiser")
{
return 85;
}
}
function EnemySrcXPicker(type)
{
if (type == "Hover")
{
return 906;
}
}
function EnemySrcYPicker(type)
{
if (type == "Hover")
{
return 601;
}
}
function EnemydrawXPicker(type)
{
if (type == "Hover")
{
return 800;
}
}
function EnemydrawYPicker(type)
{
if (type== "Hover")
{
return 300;
}
}
function EnemyWidthPicker(type)
{
if (type == "Hover")
{
return 90;
}
}
function EnemyHeightPicker(type)
{
if (type == "Hover")
{
return 75;
}
}
我的 init() 是:
function init()
{
drawBackground();
Player1 = new Player();
Enemy1 = new Enemy();
drawBars();
setUpListeners();
StartDrawingShips();
}
我的间隔:
function UpdateShips()
{
Player1.draw();
Enemy1.draw();
}
function StartDrawingShips()
{
StopDrawing();
drawInterval = setInterval(UpdateShips,fps); // redraw player every fps
}
function StopDrawing()
{
clearInterval(drawInterval);
}
如果您需要任何其他信息,请询问!