HTML 游戏控制器
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定义和使用
按下按钮移动红色方块: -
控制
现在我们要控制红场。添加四个按钮,上、下、左和右。为每个按钮编写一个函数,以在选定的方向上移动组件。在组件构造函数中创建两个新属性,并将它们称为 speedX 和 speedY。这些属性被用作速度指示器。在组件构造函数中添加一个名为 newPos() 的函数,该函数使用 speedX 和 speedY 属性来更改组件的位置。在绘制组件之前,从 updateGameArea 函数调用 newpos 函数:
尝试一下<script> function component(width, height, color, x, y) { this.width = width; this.height = height; this.speedX = 0; this.speedY = 0; this.x = x; this.y = y; this.update = function() { ctx = myGameArea.context; ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } this.newPos = function() { this.x += this.speedX; this.y += this.speedY; } } function updateGameArea() { myGameArea.clear(); myGamePiece.newPos(); myGamePiece.update(); } function moveup() { myGamePiece.speedY -= 1; } function movedown() { myGamePiece.speedY += 1; } function moveleft() { myGamePiece.speedX -= 1; } function moveright() { myGamePiece.speedX += 1; } </script> <button onclick="moveup()">UP</button> <button onclick="movedown()">DOWN</button> <button onclick="moveleft()">LEFT</button> <button onclick="moveright()">RIGHT</button>
组件具有控制其外观和移动的属性和方法。
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暂停移动
如果你愿意,你可以让红色方块停止当你释放一个按钮。添加一个将速度指示器设置为 0 的功能。为了同时处理普通屏幕和触摸屏,我们将为这两种设备添加代码:
尝试一下<script> function stopMove() { myGamePiece.speedX = 0; myGamePiece.speedY = 0; } </script> <button omousedown="moveup()" onmouseup="stopMove()" ontouchstart="moveup()">UP</button> <button omousedown="movedown()" onmouseup="stopMove()" ontouchstart="movedown()">DOWN</button> <button omousedown="moveleft()" onmouseup="stopMove()" ontouchstart="moveleft()">LEFT</button> <button omousedown="moveright()" onmouseup="stopMove()" ontouchstart="moveright()">RIGHT</button>
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键盘作为控制器
我们也可以用键盘上的箭头键来控制红色方块。创建一个方法来检查是否按下了某个键,并将 myGameArea 对象的 key 属性设置为键代码。释放密钥时,将密钥属性设置为 false:var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.interval = setInterval(updateGameArea, 20); window.addEventListener('keydown', function (e) { myGameArea.key = e.keyCode; }) window.addEventListener('keyup', function (e) { myGameArea.key = false; }) }, clear : function(){ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } }
如果按下其中一个箭头键,我们可以移动红色方块:
尝试一下function updateGameArea() { myGameArea.clear(); myGamePiece.speedX = 0; myGamePiece.speedY = 0; if (myGameArea.key && myGameArea.key == 37) {myGamePiece.speedX = -1; } if (myGameArea.key && myGameArea.key == 39) {myGamePiece.speedX = 1; } if (myGameArea.key && myGameArea.key == 38) {myGamePiece.speedY = -1; } if (myGameArea.key && myGameArea.key == 40) {myGamePiece.speedY = 1; } myGamePiece.newPos(); myGamePiece.update(); }
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按下多个键
如果同时按下多个键怎么办?在上面的示例中,组件只能水平或垂直移动。现在我们希望组件也沿对角线方向移动。为 myGameArea 对象创建一个 keys 数组,并为每个按下的键插入一个元素,并为其赋值为 true,该值将保持为 true,直到不再按下该键,该值在 keyup 事件侦听器函数中变为 false:
尝试一下var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.interval = setInterval(updateGameArea, 20); window.addEventListener('keydown', function (e) { myGameArea.keys = (myGameArea.keys || []); myGameArea.keys[e.keyCode] = true; }) window.addEventListener('keyup', function (e) { myGameArea.keys[e.keyCode] = false; }) }, clear : function(){ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } } function updateGameArea() { myGameArea.clear(); myGamePiece.speedX = 0; myGamePiece.speedY = 0; if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.speedX = -1; } if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.speedX = 1; } if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speedY = -1; } if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speedY = 1; } myGamePiece.newPos(); myGamePiece.update(); }
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使用鼠标光标作为控制器
如果要使用鼠标光标控制红色方块,请在 myGameArea 对象中添加一个方法来更新鼠标的 x 和 y 坐标光标:var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.canvas.style.cursor = "none"; //hide the original cursor this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.interval = setInterval(updateGameArea, 20); window.addEventListener('mousemove', function (e) { myGameArea.x = e.pageX; myGameArea.y = e.pageY; }) }, clear : function(){ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } }
然后我们可以使用鼠标光标移动红色方块:
尝试一下function updateGameArea() { myGameArea.clear(); if (myGameArea.x && myGameArea.y) { myGamePiece.x = myGameArea.x; myGamePiece.y = myGameArea.y; } myGamePiece.update(); }
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触摸屏幕控制游戏
我们也可以在触摸屏上控制红色方块。在 myGameArea 对象中添加一个方法,该方法使用触摸屏幕的 x 和 y 坐标:var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.interval = setInterval(updateGameArea, 20); window.addEventListener('touchmove', function (e) { myGameArea.x = e.touches[0].screenX; myGameArea.y = e.touches[0].screenY; }) }, clear : function(){ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } }
然后,如果用户触摸屏幕,我们可以移动红色方块,方法是使用与鼠标光标相同的代码:
尝试一下function updateGameArea() { myGameArea.clear(); if (myGameArea.touchX && myGameArea.touchY) { myGamePiece.x = myGameArea.x; myGamePiece.y = myGameArea.y; } myGamePiece.update(); }
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画布上的控制器
我们也可以在画布上绘制自己的按钮,并将其用作控制器:function startGame() { myGamePiece = new component(30, 30, "red", 10, 120); myUpBtn = new component(30, 30, "blue", 50, 10); myDownBtn = new component(30, 30, "blue", 50, 70); myLeftBtn = new component(30, 30, "blue", 20, 40); myRightBtn = new component(30, 30, "blue", 80, 40); myGameArea.start(); }
添加一个新函数,该函数可以判断组件(在本例中是一个按钮)是否被单击。首先添加事件侦听器来检查是否单击了鼠标按钮(mousedown 和 mouseup)。要处理触摸屏,还需要添加事件侦听器来检查屏幕是否被单击(touchstart 和 touchend):var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.interval = setInterval(updateGameArea, 20); window.addEventListener('mousedown', function (e) { myGameArea.x = e.pageX; myGameArea.y = e.pageY; }) window.addEventListener('mouseup', function (e) { myGameArea.x = false; myGameArea.y = false; }) window.addEventListener('touchstart', function (e) { myGameArea.x = e.pageX; myGameArea.y = e.pageY; }) window.addEventListener('touchend', function (e) { myGameArea.x = false; myGameArea.y = false; }) }, clear : function(){ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } }
现在 myGameArea 对象的属性告诉我们单击的 x 和 y 坐标。我们使用 see 属性来检查是否在我们的一个蓝色按钮上执行了单击。新方法称为 clicked,它是组件构造函数的一个方法,它检查组件是否被单击。在 updateGameArea 函数中,如果单击其中一个蓝色按钮,我们将采取必要的操作:
尝试一下function component(width, height, color, x, y) { this.width = width; this.height = height; this.speedX = 0; this.speedY = 0; this.x = x; this.y = y; this.update = function() { ctx = myGameArea.context; ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } this.clicked = function() { var myleft = this.x; var myright = this.x + (this.width); var mytop = this.y; var mybottom = this.y + (this.height); var clicked = true; if ((mybottom < myGameArea.y) || (mytop > myGameArea.y) || (myright < myGameArea.x) || (myleft > myGameArea.x)) { clicked = false; } return clicked; } } function updateGameArea() { myGameArea.clear(); if (myGameArea.x && myGameArea.y) { if (myUpBtn.clicked()) { myGamePiece.y -= 1; } if (myDownBtn.clicked()) { myGamePiece.y += 1; } if (myLeftBtn.clicked()) { myGamePiece.x += -1; } if (myRightBtn.clicked()) { myGamePiece.x += 1; } } myUpBtn.update(); myDownBtn.update(); myLeftBtn.update(); myRightBtn.update(); myGamePiece.update(); }