這是我編程的第一年,我在清理我的gEnemies畫布時遇到問題。爲什麼我的畫布沒有清理?
$(document).ready(function() {
initStars(600);
});
var FPS = 60;
width = 300;
height = 400;
var gBackground = document.getElementById("canvas_background").getContext("2d");
var gPlayer = document.getElementById("canvas_player").getContext("2d");
var gEnemies = document.getElementById("canvas_enemies").getContext("2d");
var GUI = document.getElementById("canvas_ui").getContext("2d");
var bullets = [];
var enemies = [];
var shootTimer = 0;
var maxShootTimer = 15;
var Key = {
up: false,
down: false,
left: false,
right: false
};
var player = {
width: 16,
height: 16,
x: (width/2) - 8,
speed: 3,
y: height - 20,
canShoot: true,
render: function() {
gPlayer.fillStyle="aqua";
gPlayer.fillRect(this.x,this.y,this.width,this.height);
},
tick: function() {
if(Key.left && this.x > 0) this.x -= this.speed;
if(Key.right && this.x < width - 20) this.x += this.speed;
if(Key.space && this.canShoot) {
this.canShoot = false;
bullets.push(new Bullet(this.x,this.y - 4));
bullets.push(new Bullet(this.x + this.width,this.y - 4));
shootTimer = maxShootTimer;
}
}
};
stars = [];
addEventListener("keydown", function(e) {
var keyCode = (e.keyCode) ? e.keyCode : e.which;
switch(keyCode) {
case 38: // up
Key.up = true;
break;
case 40: // down
Key.down = true;
break;
case 37: // left
Key.left = true;
break;
case 39: // right
Key.right = true;
break;
case 32: //spacebar
Key.space = true;
break;
}
}, false);
addEventListener("keyup", function(e) {
var keyCode = (e.keyCode) ? e.keyCode : e.which;
switch(keyCode) {
case 38: // up
Key.up = false;
break;
case 40: // down
Key.down = false;
break;
case 37: // left
Key.left = false;
break;
case 39: // right
Key.right = false;
break;
case 32: //spacebar
Key.space = false;
break;
}
}, false);
function collision(obj1,obj2) {
return (
obj1.x < obj2.x+obj2.width &&
obj1.x + obj1.width > obj2.x &&
obj1.y < obj2.y+obj2.height &&
obj1.y + obj1.height > obj2.y
);
}
function Star(x,y) {
this.x = x;
this.y = y;
this.size = Math.random() * 2.5;
this.render = function() {
gBackground.fillStyle = "white";
gBackground.fillRect(this.x,this.y,this.size,this.size)
};
this.tick = function() {
this.y++;
}
}
function createStars(amount) {
for(i=0;i<amount;i ++) {
stars.push(new Star(Math.random() * width, -5));
}
}
function initStars(amount) {
for(i=0;i<amount;i++) {
stars.push(new Star(Math.random()*width,Math.random()*height));
}
}
function Bullet(x,y) {
this.x = x;
this.y = y;
this.width = 2;
this.height = 12;
this.speed = 5;
this.render = function() {
gPlayer.fillStyle = "red";
gPlayer.fillRect(this.x,this.y,this.width,this.height);
};
this.tick = function() {
if(this.y < -this.height) {
var index = bullets.indexOf(this);
bullets.splice(index,1);
}
this.y-=this.speed;
};
}
function Enemy(x,y) {
this.x = x;
this.y = y;
this.width = 16;
this.height = 16;
this.speed = 0.5;
this.render = function() {
gEnemies.fillStyle = "red";
gEnemies.fillRect(this.x,this.y,this.width,this.height);
};
this.tick = function() {
this.y += this.speed;
}
}
function render() {
gBackground.clearRect(0,0,width,height);
gPlayer.clearRect(0,0,width,height);
gEnemies.clearRect(0,0,this.width,this.height);
player.render();
for(x=0;x<8;x++) {
for(y=0;y<8;y++) {
enemies.push(new Enemy(x,y));
}
}
for(i in enemies) enemies[i].render();
for(i in stars) {
stars[i].render();
}
for(i in bullets) bullets[i].render();
}
function tick() {
createStars(1);
player.tick();
for(i in enemies) enemies[i].tick();
for(i in stars) stars[i].tick();
for(i in bullets) bullets[i].tick();
if(shootTimer <= 0) player.canShoot = true;
shootTimer--;
}
setInterval(function() {
render();
tick();
}, 1000/FPS);
canvas {
position: absolute;
top: 0;
left: 0;
}
#canvas_background {
background: black;
}
<!DOCTYPE html>
<html>
<head>
<title> Game </title>
</head>
<body>
<canvas id='canvas_background' width='300' height='400'></canvas>
<canvas id='canvas_player' width='300' height='400'></canvas>
<canvas id='canvas_enemies' width='300' height='400'></canvas>
<canvas id='canvas_ui' width='300' height='400'></canvas>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.2/jquery.min.js"></script>
</body>
</html>
一切工作正常。我可以移動廣場並射擊子彈。但是,敵人的畫布沒有正確清理。
需要明確的是,這是我正在努力清除敵人帆布:
gEnemies.clearRect(0,0,width,height);
爲什麼敵人畫布不清除?
在'console'任何錯誤?你必須參考'this.width'我猜... – Rayon
@Rayon控制檯沒有錯誤。我的代碼的哪一部分應該是'this.width'? –
不,我錯了..你能分享一個相同的小提琴嗎?哪個畫布「clearReact」不起作用? – Rayon