是否可以让用户在玩游戏之前在HTML/JS游戏中选择其正方形(游戏组件)的颜色



对不起,如果标题不清楚。我正在制作一个简单的HTML/JS/CSS游戏,并且我使用正方形作为玩家精灵。我想知道是否有可能让用户在玩游戏之前选择其正方形的颜色,以便可以对其进行自定义。我目前会粘贴我的代码。我还想知道是否有可能为游戏制作起始屏幕吗?页面加载时没有加载它。

var myGamePiece;
    var myObstacles = [];
    var myMusic;
    
    function startGame() {
        myGamePiece = new component(30, 30, "purple", 10, 120);
    	myObstacles = [];
        myObstacle  = new component(10, 200, "green", 300, 120);  
        myScore = new component("30px", "Consolas", "black", 280, 40, "text");
        myGameArea.start();
    }
    
    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.frameNo = 0;
            this.interval = setInterval(updateGameArea, 20);
        },
        clear : function() {
            this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
        },
        stop : function() {
            clearInterval(this.interval);
        }
    }
    function component(width, height, color, x, y, type) {
        this.type = type;
        this.width = width;
        this.height = height;
        this.speedX = 0;
        this.speedY = 0;    
        this.x = x;
        this.y = y;    
        this.update = function() {
    	ctx = myGameArea.context;
            if (this.type == "text") {
                ctx.font = this.width + " " + this.height;
                ctx.fillStyle = color;
                ctx.fillText(this.text, this.x, this.y);
            } else {
                ctx.fillStyle = color;
                ctx.fillRect(this.x, this.y, this.width, this.height);
            }
        }
        this.newPos = function() {
            this.x += this.speedX;
            this.y += this.speedY;        
        }    
        this.crashWith = function(otherobj) {
            var myleft = this.x;
            var myright = this.x + (this.width);
            var mytop = this.y;
            var mybottom = this.y + (this.height);
            var otherleft = otherobj.x;
            var otherright = otherobj.x + (otherobj.width);
            var othertop = otherobj.y;
            var otherbottom = otherobj.y + (otherobj.height);
            var crash = true;
            if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
                crash = false;
            }
            return crash;
        }
    }
    
    function updateGameArea() {
        var x, height, gap, minHeight, maxHeight, minGap, maxGap;
        for (i = 0; i < myObstacles.length; i += 1) {
            if (myGamePiece.crashWith(myObstacles[i])) {
                myGameArea.stop();
                return;
            } 
        }
        myGameArea.clear();
        myGameArea.frameNo += 1;
        if (myGameArea.frameNo == 1 || everyinterval(150)) {
            x = myGameArea.canvas.width;
    		minHeight = 20;
    		maxHeight = 200;
    		height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
    		minGap = 50;
    		maxGap = 200;
    		gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
            myObstacles.push(new component(10, height, "green", x, 0));
    		myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
        }
        for (i = 0; i < myObstacles.length; i += 1) {
            myObstacles[i].x += -1;
            myObstacles[i].newPos();
    		myObstacles[i].update();
        }
    	myScore.text="SCORE: " + myGameArea.frameNo;
        myScore.update();
        myGamePiece.newPos();    
        myGamePiece.update();
    }
    function sound(src) {
    this.sound = document.createElement("audio");
    this.sound.src = src;
    this.sound.setAttribute("preload", "auto");
    this.sound.setAttribute("controls", "none");
    this.sound.style.display = "none";
    document.body.appendChild(this.sound);
    this.play = function(){
    this.sound.play();
    }
    this.stop = function(){
    this.sound.pause();
    }
    }
    function restart() {
    myGameArea.stop();
    myGameArea.clear();
    startGame();
    }
    function everyinterval(n) {
        if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
      return false;
      }
    function moveup() {
        myGamePiece.speedY = -1; 
    }
    
    function movedown() {
        myGamePiece.speedY = 1; 
    }
    
    function moveleft() {
        myGamePiece.speedX = -1; 
    }
    
    function moveright() {
        myGamePiece.speedX = 1; 
    }
    
    function clearmove() {
        myGamePiece.speedX = 0; 
        myGamePiece.speedY = 0; 
    }
 p {
    font-size: 20px;
    }
    canvas {
        border:1px solid #d3d3d3;
        background-color: #f1f1f1;
    }
<!DOCTYPE html>
    <html>
    <head>
    <title>Blockbound</title>
    <meta name="viewport" content="width=device-width, initial-scale=1.0"/>
    
    </head>
    <body onload="startGame()">
    
    <div style="text-align:center;width:480px;">
      <button onmousedown="moveup()" onmouseup="clearmove()" ontouchstart="moveup()">UP</button><br><br>
      <button onmousedown="moveleft()" onmouseup="clearmove()" ontouchstart="moveleft()">LEFT</button>
      <button onmousedown="moveright()" onmouseup="clearmove()" ontouchstart="moveright()">RIGHT</button><br><br>
      <button onmousedown="movedown()" onmouseup="clearmove()" ontouchstart="movedown()">DOWN</button>
      <div style="text-align:right;width:480px;">
      <button onmousedown="restart()">RESTART</button>
    </div>
    </div>
    <p>Welcome to Blockbound!</p>
    <p>Instructions: Use the buttons to control the purple square. Get the highest score you can without colliding with the obstacles!</p>
    <p>Game made by Sebastian Latham</p>
    <p>HIGH SCORES:</p>
    <p>Broteam123: 13978</p>
    </body>
    </html>

您在这里问了2个问题。

关于精灵颜色,我认为了解JavaScript函数参数将非常有价值。这是有关该信息的一些信息

您可以看到游戏件精灵是在 mygamepiece 变量中确定的,该变量具有5个参数。

    myGamePiece = new component(30, 30, 'purple', 10, 120);

此变量在startGame((函数中,因此,如果将颜色的字符串参数传递给了StartGame函数,并将其引用到新组件中,则可以看到它可以工作。我将将开始游戏函数从没有参数更改为:

function startGame(chosencolour) {

        myGamePiece = new component(30, 30, chosencolour, 10, 120);
    myObstacles = [];
    myObstacle  = new component(10, 200, "green", 300, 120);  
    myScore = new component("30px", "Consolas", "black", 280, 40, "text");
    myGameArea.start();
}

证明这一点的一种简单方法是使用启动游戏的按钮,而不是当前如何通过HTML主体启动它。

<button onClick="startGame('red')">Red Sprite</button>

这将使您朝着使用户能够使用自己的精灵的正确方向。

关于您有关起始屏幕的第二个问题,请从HTML中的身体上删除开始游戏功能,创建一个新的Div,例如

<div id="startscreen"></div>

使用颜色精灵选项,然后更改启动屏幕div的样式以显示:在StartGame函数中无。

document.getElementById('startscreen').style.display = 'none';

从您启动的代码中学习很多东西,因此请考虑查找有关JavaScript函数的更多信息。

这两个问题绝对是可能的。它需要您设计启动屏幕本身,并在该启动屏幕上制作一个调用加载游戏函数的按钮或某些内容。

为了使玩家能够选择自己的颜色,它需要您将游戏的一部分(可能在设置中(指定为他们可以打开HTML色轮的地方,或者您选择显示颜色。然后,使其保存播放器选择的内容到其设置文件中(可能是您保存其用户名或拥有的内容(,并在关闭设置或击中设置后,然后将其Square Color Load作为新颜色作为新颜色。

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