我遇到了一个问题,当我向左或向右射击时,一旦我移动角色,子弹方向就会改变,而它仍然射击。我正在使用主角图片作为向左或向右射击的条件,但我希望子弹继续朝射击方向射击,即使我改变角色的运动
我是 Javascript 的初学者,我正在使用画布为大学项目创建游戏。
if (moveBullet) {
let s = heroPic.src.substring(heroPic.src.lastIndexOf("/") + 1);
//alert(s);
if (s == "Protagenist_Right_Jet.png" || s == "Protagenist_Stand_Jet.png") {
bulletX += 20;
}
if (s == "Protagenist_Left_Jet.png") {
bulletX -= 20;
}
if (bulletX >= canvas.width) {
moveBullet = false;
bulletX = canvas.width + 50
bulletY = canvas.height + 50;
}
if (bulletX <= 0) {
moveBullet = false;
bulletX = canvas.width + 50
bulletY = canvas.height + 50;
}
}
完整代码
<!DOCTYPE html>
<body>
<div id="canvasesdiv" style="text-align: center;">
<canvas id="canvas1" width="800" height="500" tabIndex="0" style="background: url('Level 1.png');position: relative; display: block;">
</div>
<script>
var canvas = document.getElementById("canvas1");
var ctx = canvas.getContext("2d");
//get the animation frame depending on the browser engine
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
//Hero Attributes
var jetPackAudio = new Audio();
jetPackAudio.src = "Jetpack Sound.mp3";
var heroPic = new Image();
var heroX ;
var heroY ;
//Decides where the hero is looking
var heroRight = false;
var life = 3;
var heroWidth = 50 ;
var heroHeight = 50 ;
var gravity = 5;
heroX = 20;
heroY = 440;
heroPic.src = "Protagenist_Stand_Jet.png";
function drawHero(x,y)
{
ctx.drawImage(heroPic,x,y,heroWidth,heroHeight);
}
hitBottom = function() {
var rockbottom = canvas.height - heroHeight;
if (heroY > rockbottom) {
heroY = rockbottom;
}
}
// Key Attribute
var key = new Image();
key.src = "Key1.png"
var keyX ;
var keyY ;
var keyCounter = 0;
var keyWidth = 30 ;
var keyHeight = 30 ;
function drawKey()
{
ctx.drawImage(key,keyX,keyY,keyWidth,keyHeight);
}
var killCounter = 0 ;
var levelKillCounter;
// Monster 1 Attributes
var monster1 = new Image();
monster1.src = "Monster1_Left.png"
var m1MoveLeft = true;
var m1X ;
var m1Y ;
var m1Width = 50 ;
var m1Height = 50 ;
function drawMonster1()
{
ctx.drawImage(monster1,m1X,m1Y,m1Width,m1Height);
}
// Monster 2 Attributes
var monster2 = new Image();
monster2.src = "Monster 2_Right.png"
var m2MoveRight = true;
var m2X ;
var m2Y ;
var m2Width = 50 ;
var m2Height = 50 ;
function drawMonster2()
{
ctx.drawImage(monster2,m2X,m2Y,m2Width,m2Height);
}
// Monster 3 Attributes
var monster3 = new Image();
monster3.src = "Monster3_Right.png"
var m3MoveRight = true;
var m3X ;
var m3Y ;
var m3Width = 50 ;
var m3Height = 50 ;
function drawMonster3()
{
ctx.drawImage(monster3,m3X,m3Y,m3Width,m3Height);
}
// Hit Bottom
hitBottom = function() {
var rockbottom = canvas.height - heroHeight;
if (heroY > rockbottom) {
heroY = rockbottom;
}
}
//Bullet Attribute
var bulletX;
var bulletY;
const ammo = [];
var moveBullet = false;
var bulletImage = new Image();
bulletImage.src = 'Bullet.png';
function drawBullet(x,y)
{
ctx.drawImage(bulletImage,bulletX,bulletY);
}
//this function is used to detect a hit monster 1
function getDistanceHit1() {
var xRect = (m1X - bulletX);
var yRect = (m1Y - bulletY);
return Math.sqrt(Math.pow((xRect), 2) + Math.pow((yRect), 2));
}
//this function is used to detect a hit monster 2
function getDistanceHit2() {
var xRect = (m2X - bulletX);
var yRect = (m2Y - bulletY);
return Math.sqrt(Math.pow((xRect), 2) + Math.pow((yRect), 2));
}
//this function is used to detect a hit monster 3
function getDistanceHit3() {
var xRect = (m3X - bulletX);
var yRect = (m3Y - bulletY);
return Math.sqrt(Math.pow((xRect), 2) + Math.pow((yRect), 2));
}
//this function is used to detect if the player got the key
function getDistanceKey() {
var xRect = (keyX - heroX);
var yRect = (keyY - heroY);
return Math.sqrt(Math.pow((xRect), 2) + Math.pow((yRect), 2));
}
//configure the audio files
var fireAudio = new Audio();
fireAudio.src = "fire.mp3";
var hitAudio = new Audio();
hitAudio.src = "neck_snap.wav"
//Hero Movement
var rightPressed = false;
var leftPressed = false;
var upPressed = false;
var downPressed = false;
window.addEventListener("keydown", heroControl);
//Keyboard Cotrolls
function heroControl(event) { //event handler function
if (event.keyCode == 32) { //SPACE BAR PRESSED - fire gun
moveBullet = true;
fireAudio.play();
bulletX = heroX + 10;
bulletY = heroY + (heroHeight / 2);
console.log("BulletX = " + bulletX);
}
// 38 is up arrow, 87 is the W key
if (event.keyCode == 38 || event.keyCode == 87) { //Jump
upPressed = true;
console.log("HeroY = " + heroY);
}
// 39 is right arrow, 68 is thw D key
else if (event.keyCode == 39 || event.keyCode == 68) { //move Right
rightPressed = true;
console.log("Herox = " + heroX);
}
else if(event.keyCode == 37 || event.keyCode == 65) { // Move Left
leftPressed = true;
console.log("Herox = " + heroX);
}
else if(event.keyCode == 40 || event.keyCode == 83) { // Move Left
downPressed = true;
console.log("Heroy = " + heroY);
}
}
//Touch Controls
canvas.addEventListener("touchstart", handleTouchStart, false);
function handleTouchStart(touchEvent) { //event handler for touch events
var rect = canvas.getBoundingClientRect(); //to get canvas offsets
let touchX = touchEvent.changedTouches[0].clientX - rect.left;
let touchY = touchEvent.changedTouches[0].clientY - rect.top;
if (touchX <= canvas.width && touchX > canvas.width - 200) {
rightPressed = true;
}
if (touchX >= 0 && touchX < canvas.width - 600) {
leftPressed = true;
}
if (touchY >= 0 && touchY < canvas.height - 200) {
upPressed = true;
}
if (touchY <= canvas.height && touchY > canvas.height - 200) {
downPressed = true;
}
}
function moveHero() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
if(rightPressed) {
if(heroX < canvas.width - 53){
heroPic.src = "Protagenist_Right_Jet.png"
heroRight = true;
heroX = heroX + 10;
heroRight = true;
rightPressed = false;
}
else
{
rightPressed = false;
heroRight = false;
}
}
if(leftPressed) {
if(heroX > 0){
heroX = heroX - 10;
heroLeft = true;
heroPic.src = "Protagenist_Left_Jet.png";
bulletImage.src = "left_bullet.png";
leftPressed = false;
}
else
{
leftPressed = false;
heroLeft = false;
}
}
if(upPressed) {
if(heroY > 0){
heroY = heroY - 20;
heroStand = true;;
jetPackAudio.play();
heroPic.src = "Protagenist_Stand_Jet.png";
upPressed = false;
}
else
{
upPressed = false;
heroStand = false;;
}
}
if(downPressed) {
if(heroY < canvas.height){
heroPic.src = "Protagenist_Stand_Jet.png"
heroStand = true;
heroY = heroY + 10;
downPressed = false;
}
else
{
downPressed = false;
heroStand = false;
}
}
displayScoreArea();
drawHero(heroX,heroY);
drawMonster1();
drawMonster2();
drawMonster3();
drawKey();
drawBullet(bulletX,bulletY);
requestAnimationFrame(moveHero);
}
//Level Setter
var level = 2;
function setLvl()
{
if(level == 1)
{
canvas.style = "background: url('Level 1.png')";
levelKillCounter = 3;
}
else if(level == 2)
{
canvas.style = "background: url('Level 2.png')";
monster1.src = "Monster3_Right.png"
monster2.src = "Monster3_Right.png"
}
else if(level == 3)
{
canvas.style = "background: url('Level 3.png')";
}
}
var gameAudio = new Audio();
gameAudio.src = "Dungeon Theme.mp3"
function animation()
{
setTimeout(() => {
//animation code goes into this anonymous function handler
requestAnimationFrame(animation);
//clear the whole canvas area
ctx.clearRect(0, 0, canvas.width, canvas.height);
moveHero();
drawMonster1();
drawMonster2();
drawMonster3();
drawKey();
drawBullet(bulletX,bulletY);
monsterAnimate();
setLvl();
heroY = heroY + gravity;
if(moveBullet)
{
let s = heroPic.src.substring(heroPic.src.lastIndexOf("/") + 1);
//alert(s);
if(s == "Protagenist_Right_Jet.png" || s == "Protagenist_Stand_Jet.png")
{
bulletX +=20;
}
if(s == "Protagenist_Left_Jet.png")
{
bulletX -=20;
}
if(bulletX >= canvas.width)
{
moveBullet = false;
bulletX = canvas.width + 50
bulletY = canvas.height +50;
}
if(bulletX <= 0)
{
moveBullet = false;
bulletX = canvas.width + 50
bulletY = canvas.height +50;
}
console.log(getDistanceHit1());
if (getDistanceHit1() <= 30 ||
getDistanceHit2() <= 30 ||
getDistanceHit3() <= 30 )
{
//Delete Monster
if(getDistanceHit1() <= 30)
{
m1X = 1000;
m1Y = 1000;
}
if(getDistanceHit2() <= 30)
{
m2X = 1000;
m2Y = 1000;
}
if(getDistanceHit3() <= 30)
{
m3X = 1000;
m3Y = 1000;
}
//increase the hit count
killCounter++;
//we have a hit
moveBullet = false;
//play the hitAudio
hitAudio.play();
//Reset Bullet
bulletX = canvas.width + 50
bulletY = canvas.height +50;
}
}
if(killCounter == 3)
{
keyX = canvas.width / 2;
keyY = 150;
}
if(getDistanceKey() <= 10)
{
keyCounter = 1;
keyX = 1000;
keyY = 1000;
}
//level progression flow - check of level objectives are met
if (level == 1 && keyCounter == 1 && heroX >= 700 & heroY >= 50) {
alert("Level 1 completed. Starting Level 2...");
level = 2;
killCounter = 0; //reset
keyCounter = 0;//reset
m1X = 700;
m1Y = 370;
m2X = 100;
m2Y = 320;
m3X = 100;
m3Y = 170;
}
else if (level == 2 && keyCounter == 1 && heroX == 700 & heroY == 50) {
alert("Level 2 completed. Starting Level 3...");
level = 3;
killCounter = 0; //reset
keyCounter = 0;//reset
}
else if (level == 3 && currentLevelHits == 4) {
//last level
var playAgain = confirm("Game completed. Play again?");
if (playAgain)
window.location.reload(true); //force reload
else
stopAnimation = true;
}
//gameAudio.play();
displayScoreArea();
hitBottom();
},100)
}
m1X = 700;
m1Y = 370;
m2X = 100;
m2Y = 320;
m3X = 100;
m3Y = 170;
function monsterAnimate()
{
//Movement for level 1
if(level == 1)
{
if(m1MoveLeft)
{
m1X -= 10
}
else if(!m1MoveLeft)
{
m1X += 10
}
if(m2MoveRight)
{
m2X += 10
}
else if(!m2MoveRight)
{
m2X -= 10
}
if(m3MoveRight)
{
m3X +=10
}
else if(!m3MoveRight)
{
m3X -= 10
}
if(m1X == 420)
{
m1MoveLeft = false;
monster1.src ="Monster 1_Right.png"
}
else if(m1X == 700)
{
m1MoveLeft = true;
monster1.src ="Monster1_Left.png"
}
if(m2X == 310)
{
m2MoveRight = false;
monster2.src ="Monster2_left.png"
}
else if(m2X == 100)
{
m2MoveRight = true;
monster2.src ="Monster 2_Right.png"
}
if(m3X == 310)
{
m3MoveRight = false;
monster3.src ="Monster 3_left.png"
}
else if(m3X == 100)
{
m3MoveRight = true;
monster3.src ="Monster3_Right.png"
}
}
//Movement for level 2
if(level == 2)
{
if(m1MoveLeft)
{
m1X -= 20
}
else if(!m1MoveLeft)
{
m1X += 20
}
if(m2MoveRight)
{
m2X += 20
}
else if(!m2MoveRight)
{
m2X -= 20
}
if(m3MoveRight)
{
m3X +=20
}
else if(!m3MoveRight)
{
m3X -= 20
}
if(m1X == 420)
{
m1MoveLeft = false;
monster1.src ="Monster 1_Right.png"
}
else if(m1X == 700)
{
m1MoveLeft = true;
monster1.src ="Monster1_Left.png"
}
if(m2X == 600)
{
m2MoveRight = false;
monster2.src ="Monster2_left.png"
}
else if(m2X == 100)
{
m2MoveRight = true;
monster2.src ="Monster 2_Right.png"
}
if(m3X == 500)
{
m3MoveRight = false;
monster3.src ="Monster 3_left.png"
}
else if(m3X == 100)
{
m3MoveRight = true;
monster3.src ="Monster3_Right.png"
}
}
}
// Create gradient
var gradient = ctx.createLinearGradient(0, 0, canvas.width, 0);
gradient.addColorStop("0", "black");
gradient.addColorStop("0.5", "red");
gradient.addColorStop("1.0", "white");
//Draw Score Area
function displayScoreArea() {
ctx.font = "40px Arial";
ctx.strokeStyle = gradient;
ctx.fillStyle = gradient;
ctx.strokeText(killCounter, 380, 60);
ctx.strokeText(life, 65, 45);
ctx.strokeText(keyCounter, 65, 90);
}
animation();
function moveup()
{
upPressed = true;
}
function movedown()
{
downPressed = true;
}
function moveright()
{
rightPressed = true;
}
function moveleft()
{
leftPressed = true;
}
function shootGun()
{
moveBullet = true;
fireAudio.play();
bulletX = heroX + 10;
bulletY = heroY + (heroHeight / 2);
console.log("BulletX = " + bulletX);
}
</script>
<div style="text-align:center;width:900px;">
<button style="width: 100px; height: 60px;" onclick="moveup()">UP</button><br><br>
<button style="width: 100px; height: 60px;" onclick="moveleft()">LEFT</button>
<button style="width: 100px; height: 60px; margin-left: 20px;" onclick="moveright()">RIGHT</button><br><br>
<button style="width: 100px; height: 60px;" onclick="movedown()">DOWN</button>
<button style="width: 100px; height: 60px;" onclick="shootGun()">SHOOT</button>
</div>
</body>
</html>