我是一名javascript新手,我正尝试着创造一款能够以等距模式结束的游戏(我并不在乎这一点,只要我知道如何去做)。我的代码是:
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
function startGame() {
myGamePiece = new component(30, 30, "blue", 225, 225);
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);
window.addEventListener('keydown', function (e) {
e.preventDefault();
myGameArea.keys = (myGameArea.keys || []);
myGameArea.keys[e.keyCode] = (e.type == "keydown");
})
window.addEventListener('keyup', function (e) {
myGameArea.keys[e.keyCode] = (e.type == "keydown");
})
},
stop : function() {
clearInterval(this.interval);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.width = width;
this.height = height;
this.speed = 0;
this.angle = 0;
this.moveAngle = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
ctx.fillStyle = color;
ctx.fillRect(this.width / -2, this.height / -2, this.width, this.height);
ctx.restore();
}
this.newPos = function() {
this.angle += this.moveAngle * Math.PI / 180;
this.x += this.speed * Math.sin(this.angle);
this.y -= this.speed * Math.cos(this.angle);
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.moveAngle = 0;
myGamePiece.speed = 0;
if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.x -=2; }
if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.x += 2; }
if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.y -= 1; }
if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.y += 1; }
if (myGameArea.keys && myGameArea.keys[32]) {myGamePiece.y -= 3;}
myGamePiece.newPos();
myGamePiece.update();
}
</script>
<p></p>
</body>
</html>
,我主要是从另一个网站(http://www.w3schools.com/games/tryit.asp?filename=trygame_movement_keyboard)复制和粘贴的。我想知道的是,当玩家按下空格键时,myGamePiece会上下移动,看起来像是在跳跃;使它向上移动一定数量的空格,然后返回到它之前的坐标
游戏物理。跳过基础知识
现实世界V游戏世界
游戏跳跃通常是不确定的,这意味着你不确定游戏何时何地会落地。和现实生活很不一样。在现实生活中,一旦你跳起来,你降落的地点和时间取决于重力和空气摩擦力,除非你能飞,否则跳起来的结果取决于宇宙。
在游戏世界中,情况远非如此。跳者通常可以改变方向,双跳,做一些悬空时间,或组合加速力量打击。所有这些都可能随时发生,取决于用户的输入。此外,游戏世界中的重力也不像真正的重力,有时有些东西下落得更快,因为它们很重,有些东西需要一秒钟或更长时间才能感受到重力的影响。
尽管如此,游戏仍然必须做一些重要的事情,使坠落与乘坐电梯不同。当你在自由落体时你加速,每一次你的速度都在变化,当你跳起来时你减速,当你下落时你加速。我们有位置y
和速度dy
(y)为了增加重力(g)我们在速度上增加一个常数,当在屏幕上运动时(dy是<0)或向下的重力以相同的速率改变相同方向的速度。
所以每一帧,添加重力dy += g
,然后添加我们的速度到我们的位置y += dy,这就是一个非常简单的重力模拟,如果你在游戏帧中测量时间,这也是一个完美的模拟真实重力(靠近像地球这样的大物体)
因此,最好的方法就是一帧一帧地做一些事情,比如跳跃和重力的作用。
让我们来定义一个跳转需要什么。
简单字符
var c = {
x : ?, // this character's position
y : ?,
dx : ?, // the amount to move per frame The players velocity in x and y
dy : ?,
w : ?, // the character's width and height
h : ?,
onGround : false, // a flag to indicate on the ground or not
}
和一些环境信息
const GROUND_Y = canvas.height - 10; // where the ground is
const GRAVITY = 1; // in pixels per frame
然后每一帧我们更新角色检查是否在地面上,如果没有应用重力并检查地面。
c.update = function(){
if(this.onGround){ // nothing to do but wait
}else{ // must be in the air
// Every frame the player accelerates down by the pull of gravity
// so increase the player y speed
this.dy += GRAVITY; // apply the gravity to the speed.
// now add the y speed to the y position
this.y += this.dy;
// Now we must check for the ground which if the player position x,y is for
// its center the ground will be half it's height away
if(this.y + (this.h / 2) > GROUND_Y){ // have we hit the ground
// yes stop downward motion
this.dy = 0;
// the speed may have put the character slightly below the ground
// so fix the postion so that it is correct
this.y = GROUND_Y - this.h /2; // set position to the ground - half its height
// And set the flag to indicate that the character is on the ground
this.onGround = true;
}
}
}
这就是重力。
为了跳跃,我们施加一个力使我们加速离开地面。这个力只是瞬间的,一旦我们没有什么东西可以推动地面,我们就不能再施加更多的力,它是由重力把我们拉下来的。由于重力已经在上面的函数中排序,我们所需要做的就是施加跳跃力。
const JUMP_ACCELERATION = GRAVITY * 20; // the bigger this number the higher the jump
现在添加跳转的函数
c.jump = function(){
// check if we can jump. That is are we on the ground
if(this.onGround){
// flag that we are no longer on the ground and left to the will of gravity
this.onGround = false;
// then apply the change in speed.
this.dy -= JUMP_ACCELERATION; // subtract jump accel from the speed
// to give a negative speed (up)
}
}
就是这样,重力函数将为你照顾一切,所以你必须每帧调用一次c.update
函数,每跳只调用一次跳跃函数。
跳跃IT演示
点击鼠标跳跃,一个没有挑战性的flappy It。
取自一个老项目,这个演示展示了一个非常简单的跳跃角色。对象名称是it
,您想要查看的函数是it.update()
, it.jump()
和it.preJump()
。您想要的代码在注释//回答代码
角色所能做的就是跳跃,它可以多重跳跃,如果你点击并按住鼠标,然后松开鼠标就可以跳得更高。
/** ImageTools.js begin **/
var imageTools = (function () {
var tools = {
canvas : function (width, height) { // create a blank image (canvas)
var c = document.createElement("canvas");
c.width = width;
c.height = height;
return c;
},
createImage : function (width, height) {
var i = this.canvas(width, height);
i.ctx = i.getContext("2d");
return i;
},
loadImage : function (url, cb) {
var i = new Image();
i.src = url;
i.addEventListener('load', cb);
i.addEventListener('error', cb);
return i;
},
image2Canvas : function (img) {
var i = this.canvas(img.width, img.height);
i.ctx = i.getContext("2d");
i.drawImage(i, 0, 0);
return i;
},
drawSpriteLinked : function(image,spriteIndex, x, y, scale, ang, alpha) {
var w,h,spr;
spr = image.sprites[spriteIndex];
w = spr.w; h = spr.h;
ctx.globalAlpha = alpha;
var xdx = Math.cos(ang) * scale;
var xdy = Math.sin(ang) * scale;
ctx.save();
ctx.transform(xdx, xdy, -xdy, xdx, x, y);
ctx.drawImage(image, spr.x, spr.y, w, h, -w/2, -h/2, w, h);
ctx.restore();
},
drawSprite : function(image,spriteIndex, x, y, scale, ang, alpha) {
var w,h,spr;
spr = image.sprites[spriteIndex];
w = spr.w; h = spr.h;
ctx.globalAlpha = alpha;
ctx.setTransform(scale, 0, 0, scale, x, y);
ctx.rotate(ang);
ctx.drawImage(image, spr.x, spr.y, w, h, -w/2, -h/2, w, h);
},
drawSpriteSLinked : function(image,spriteIndex, x, y, scale, scaleX, ang, alpha) {
var w,h,spr;
spr = image.sprites[spriteIndex];
w = spr.w; h = spr.h;
ctx.globalAlpha = alpha;
var xdx = Math.cos(ang) * scale;
var xdy = Math.sin(ang) * scale;
ctx.save()
ctx.transform(xdx * scaleX, xdy * scaleX, -xdy, xdx, x, y);
ctx.drawImage(image, spr.x, spr.y, w, h, -w/2, -h/2, w, h);
ctx.restore();
},
drawSpriteS : function(image,spriteIndex, x, y, scale, scaleX, ang, alpha) {
var w,h,spr;
spr = image.sprites[spriteIndex];
w = spr.w; h = spr.h;
ctx.globalAlpha = alpha;
ctx.setTransform(scale * scaleX, 0, 0, scale, x, y);
ctx.rotate(ang);
ctx.drawImage(image, spr.x, spr.y, w, h, -w/2, -h/2, w, h);
},
hex2RGBA : function(hex){
if(typeof hex === "string"){
var str = "rgba(";
if(hex.length === 4 || hex.length === 5){
str += (parseInt(hex.substr(1,1),16) * 16) + ",";
str += (parseInt(hex.substr(2,1),16) * 16) + ",";
str += (parseInt(hex.substr(3,1),16) * 16) + ",";
if(hex.length === 5){
str += (parseInt(hex.substr(3,1),16) / 16);
}else{
str += "1";
}
return str + ")";
}
if(hex.length === 7 || hex.length === 8){
str += parseInt(hex.substr(1,2),16) + ",";
str += parseInt(hex.substr(3,2),16) + ",";
str += parseInt(hex.substr(5,2),16) + ",";
if(hex.length === 5){
str += (parseInt(hex.substr(7,2),16) / 255).toFixed(3);
}else{
str += "1";
}
return str + ")";
}
return "rgba(0,0,0,0)";
}
},
createGradient : function(ctx, type, x, y, xx, yy, colours){
var i,g,c;
var len = colours.length;
if(type.toLowerCase() === "linear"){
g = ctx.createLinearGradient(x,y,xx,yy);
}else{
g = ctx.createRadialGradient(x,y,xx,x,y,yy);
}
for(i = 0; i < len; i++){
c = colours[i];
if(typeof c === "string"){
if(c[0] === " #"){
c = this.hex2RGBA(c);
}
g.addColorStop(Math.min(1,i / (len -1)),c); // need to clamp top to 1 due to floating point errors causes addColorStop to throw rangeError when number over 1
}
}
return g;
},
};
return tools;
})();
/** ImageTools.js end **/
/** SimpleFullCanvasMouse.js begin **/
const CANVAS_ELEMENT_ID = "canv";
const U = undefined;
var w, h, cw, ch; // short cut vars
var canvas, ctx, mouse;
var globalTime = 0;
var globalTimeInt = 0;
var createCanvas, resizeCanvas, setGlobals;
var L = typeof log === "function" ? log : function(d){ console.log(d); }
createCanvas = function () {
var c,cs;
cs = (c = document.createElement("canvas")).style;
c.id = CANVAS_ELEMENT_ID;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
var resized = false;
resizeCanvas = function () {
if (canvas === U) { canvas = createCanvas(); }
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
resized = true;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals(); }
}
setGlobals = function(){
cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2;
if(it !== undefined){
it = createIt(cw,ch,sprites);
}
}
mouse = (function(){
function preventDefault(e) { e.preventDefault(); }
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === U) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; }
else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; }
else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; }
else if (t === "mouseover") { m.over = true; }
else if (t === "mousewheel") { m.w = e.wheelDelta; }
else if (t === "DOMMouseScroll") { m.w = -e.detail; }
if (m.callbacks) { m.callbacks.forEach(c => c(e)); }
e.preventDefault();
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === U) { m.callbacks = [callback]; }
else { m.callbacks.push(callback); }
} else { throw new TypeError("mouse.addCallback argument must be a function"); }
}
m.start = function (element, blockContextMenu) {
if (m.element !== U) { m.removeMouse(); }
m.element = element === U ? document : element;
m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu;
m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } );
if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); }
}
m.remove = function () {
if (m.element !== U) {
m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } );
if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);}
m.element = m.callbacks = m.contextMenuBlocked = U;
}
}
return mouse;
})();
var done = function(){
window.removeEventListener("resize",resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = U;
L("All done!")
}
resizeCanvas(); // create and size canvas
resized = false;
mouse.start(canvas,true); // start mouse on canvas and block context menu
window.addEventListener("resize",resizeCanvas); // add resize event
function drawText(text,x,y,size,col){
var f = size + "px Arial";
if(f !== ctx.font){
ctx.font = f;
}
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillStyle = col;
ctx.fillText(text,x,y);
}
function drawLoad(){
if(!resourcesReady || !canPlay){
drawText(message,cw,ch * 0.5, FONT_SIZE, MESSAGE_COL);
if (!canPlay && resourcesReady){
drawText("Try reloading the page.",cw,ch * 0.5 + FONT_SIZE + 8,Math.floor(FONT_SIZE /2) ,MESSAGE_COL);
}else{
drawText("Loading resources." ,cw,ch * 0.5 + FONT_SIZE + 8,Math.floor(FONT_SIZE /2) ,MESSAGE_COL);
}
}else{
if(message !== ""){
drawText(message,cw,ch * 0.5, FONT_SIZE, MESSAGE_COL);
}
}
}
const FONT = "px Arial"
const FONT_SIZE = Math.max(Math.floor(window.innerHeight/20),24)
ctx.textAlign = "center";
ctx.textBaseline = "middle";
function loaded(e){
if(e.type !== "error"){
this.sprites = [
{ x : 0, y : 0, w : 74, h : 116, },
{ x : 0, y : 126, w : 100, h : 113, },
{ x : 75, y : 0, w : 29, h : 42, },
{ x : 75, y : 43, w : 17, h : 22, },
{ x : 0, y : 249, w : 42, h : 18, },
{ x : 75, y : 66, w : 17, h : 15, },
{ x : 75, y : 82, w : 17, h : 12, },
{ x : 75, y : 95, w : 16, h : 9, },
{ x : 75, y : 105, w : 7, h : 7, },
{ x : 0, y : 268, w : 11, h : 5, },
]
resourcesReady = true;
canPlay = true;
it = createIt(cw,ch,this );
message = "";
return;
}
resourcesReady = true;
message = "LOAD FAILED!"
}
var it = null; // it is the character
var resourcesReady = false;
var canPlay = false;
var message = "Please Wait..."
const MESSAGE_COL = "white";
//var sprites = imageTools.loadImage("GreenIt.png",loaded )
var sprites = imageTools.loadImage("https://i.stack.imgur.com/ED6oC.png",loaded )
var background = imageTools.createImage(8,8);
background.ctx.fillStyle = imageTools.createGradient(ctx,"linear",0,0,8,8,["#0AF","#05A"]);
background.ctx.fillRect(0,0,8,8);
var ground = imageTools.createImage(8,32);
ground.ctx.fillStyle = imageTools.createGradient(ctx,"linear",0,0,8,32,["#0A0","#450","#754"]);
ground.ctx.fillRect(0,0,8,32);
ground.ctx.fillStyle = "black";
ground.ctx.fillRect(0,0,8,4);
const GROUND_OFFSET = 32;
const GRAV = 1;
var landed = false;
const MESSAGES = [
"Click mouse button to Jump",
"Click hold ... release to to add power to jump",
"Double click to double jump",
""
];
var messageCount = 0;
var fly = { // something to see
x : 0,
y : 0,
dx : 0,
dy : 0,
wait : 0,
onTheWall : false,
update : function(){
if(this.wait <= 0){
this.wait = Math.random() * 200+ 60;
this.onTheWall = Math.random() < 0.1 ? true : false;
if(this.onTheWall){
this.dx = 0;
this.dy = 0;
}else{
this.wait = Math.random() < 0.2 ? 10 : this.wait;
var x = (Math.random()-0.5) * 200;
var y = (Math.random()-0.5) * 200;
this.dx = (x - this.x) / this.wait;
this.dx = (y - this.y) / this.wait;
}
}else{
this.wait -= 1;
this.x += this.dx;
this.y += this.dy;
}
}
};
/*==============================================================================================
// Answer code
==============================================================================================*/
// info to define the character
const IT = {
body : 0, // sprite indexes
bodyFly : 1,
footDown : 2,
eyeOpen : 3,
foot : 4,
mouthOpen : 5,
eyeShut : 6,
mouthSmirk : 7,
eyeBall : 8,
mouth : 9, // sprite index end
grav : GRAV, // grav accel
maxJumpPower : 40,
minJump : 10,
jumpPower : 30, // mutiplys squat amount to give jump power
squatRate : 1, // how quick the squat is
squatResist : 0.8, // limits the amount of squat
landingBlinkTime : 30, // how long blink is on landing
blinkTime : 15, // how many frames to close eyes
blinkRate : 60 * 3, // 60 is one second . Time between blinks average
eyePos : {x : 0.13, y : -0.1}, // position as fraction of size
footPos : {x : 0.3, y : 0.5}, // position as fraction of size
lookAtGround : 1, // look ats
lookAtMouse : 2,
lookAtUser : 3,
lookAtFly : 4,
angle: 0,
jumpDy: 0, // the jump up speed used to rotate It when in air
}
// Function updates the character
const updateIt = function(){
if(this.blink > 0){
this.blink -= 1;
}
if(this.blinkTimer > 0){
this.blinkTimer -= 1;
if(this.blinkTimer === 0){
this.blink = IT.blinkTime;
}
}else{
// the two randoms create a random number that has a gausian distrabution centered on 0.5
// this creates a more realistic set of numbers.
this.blinkTimer = Math.floor(IT.blinkRate * (Math.random() + Math.random())/2 + IT.blinkRate / 2);
this.lookAt = Math.random() < 0.33 ? IT.lookAtUser : (Math.random() < 0.5 ? IT.lookAtMouse : IT.lookAtFly);
}
if(!this.onGround){
this.squat = 0;
//-------------------------------------
// do gravity
this.dy += IT.grav;
this.y += this.dy;
this.x += this.dx;
this.x = (this.x + ctx.canvas.width) % ctx.canvas.width;
var rotFraction = (this.jumpDy - this.dy) / this.jumpDy;
this.angle = this.jumpAngle * -rotFraction ;
if(this.dy > 13){
this.lookAt = IT.lookAtGround;
}
// check for the ground
if(this.y + this.tall / 2 > h - GROUND_OFFSET){
this.y = h - GROUND_OFFSET - this.tall / 2;
this.blink = Math.floor(IT.landingBlinkTime * (this.dy / 20));
this.blinkTimer = this.blink + 30;
this.squat = this.dy;
this.dy = 0;
this.onGround = true;
this.angle = -this.jumpAngle
}
}else{
this.squat *= IT.squatResist;
}
}
// draw the character
const drawIt = function(){
var bod = IT.body;
var spr = this.img.sprites;
var eye = this.blink > 0 ? IT.eyeShut : IT.eyeOpen;
var foot = IT.foot;
var footBehind = false; // draw feet behind or infront of body
if(!this.onGround){
if(this.dy >= 0){
if(this.dy > 2){
bod = IT.bodyFly;
}
}else{
footBehind = true;
foot = IT.footDown;
}
}
var xdx = Math.cos(this.angle);
var xdy = Math.sin(this.angle);
var px = this.x; // pivot
var py = this.y + 50;
var x = this.x ;
var y = this.y + this.squat;
var t = this.tall;
var f = this.fat;
if(footBehind){
if(!this.onGround){
var r = 1 - Math.min(1,-this.dy / 10);
imageTools.drawSpriteS(this.img,foot,x + f * IT.footPos.x,y - this.squat+ t * IT.footPos.y,1,-1,r,1);
imageTools.drawSprite(this.img,foot,x - f * IT.footPos.x,y - this.squat + t * IT.footPos.y,1,r,1);
}
}
ctx.setTransform(xdx,xdy,-xdy,xdx,px,py);
imageTools.drawSpriteLinked(this.img,bod,x - px,y - py,1,0,1);
if(!footBehind){
if(this.onGround){
imageTools.drawSpriteS(this.img,foot,x + f * IT.footPos.x,y - this.squat+ t * IT.footPos.y,1,-1,0,1);
imageTools.drawSprite(this.img,foot,x - f * IT.footPos.x,y - this.squat + t * IT.footPos.y,1,0,1);
}else{
var r = this.dy / 10;
imageTools.drawSpriteS(this.img,foot,x + f * IT.footPos.x,y - this.squat+ t * IT.footPos.y,1,-1,r,1);
imageTools.drawSprite(this.img,foot,x - f * IT.footPos.x,y - this.squat + t * IT.footPos.y,1,r,1);
}
}
if(this.blink){
ctx.setTransform(xdx,xdy,-xdy,xdx,px,py);
imageTools.drawSpriteLinked(this.img,eye,x + f * IT.eyePos.x - px, y + t * IT.eyePos.y - py,1,0,1);
imageTools.drawSpriteSLinked(this.img,eye,x - f * IT.eyePos.x - px, y + t * IT.eyePos.y - py,1,-1,0,1);
}else{
ctx.setTransform(xdx,xdy,-xdy,xdx,px,py);
imageTools.drawSpriteLinked(this.img,eye,x + f * IT.eyePos.x - px, y + t * IT.eyePos.y - py,1,0,1);
imageTools.drawSpriteSLinked(this.img,eye,x - f * IT.eyePos.x - px, y + t * IT.eyePos.y - py,1,-1,0,1);
var eyeDir = 0;
var eyeDist = 0;
if(this.blink === 0){
if(this.lookAt === IT.lookAtGround){
eyeDir = Math.PI/2;
eyeDist = 0.3;
}else if(this.lookAt === IT.lookAtUser){
eyeDir = 0;
eyeDist = 0;
}else if(this.lookAt === IT.lookAtFly){
eyeDir = Math.atan2(fly.y, fly.x);
eyeDist = (Math.hypot(fly.y ,fly.x) / 200) * 0.3;
}else{
eyeDir = Math.atan2(mouse.y - this.y, mouse.x - this.x);
eyeDist = (Math.hypot(this.y - mouse.y,this.x - mouse.x) / (Math.min(w,h)/2)) * 0.3;
}
eyeDist = Math.max(-0.3, Math.min(0.3, eyeDist));
var ex,ey;
ex = Math.cos(eyeDir) * spr[IT.eyeOpen].w * eyeDist;
ey = Math.sin(eyeDir) * spr[IT.eyeOpen].h * eyeDist;
imageTools.drawSpriteLinked(this.img, IT.eyeBall, x + f * IT.eyePos.x + ex - px, y + t * IT.eyePos.y + ey-py,1,0,1);
imageTools.drawSpriteLinked(this.img, IT.eyeBall, x - f * IT.eyePos.x + ex - px, y + t * IT.eyePos.y + ey-py,1,0,1);
}
}
}
// While mouse is down squat and prep to jump
const preJump = function(){
this.squat += IT.squatRate;
this.jumpPower += 0.5;
if(this.jumpPower > 30 && this.wiggle === 0) {
this.wiggle = 1;
}
this.jumpReady = true;
}
// when mouse released apply jump force
const jumpIt = function(){
var power = -IT.jumpPower * Math.min(IT.maxJumpPower,Math.max(IT.minJump,this.jumpPower))/IT.maxJumpPower;
this.dy = Math.sin(this.angle + Math.PI /2) * power;
this.dx = Math.cos(this.angle + Math.PI /2) * power;
if(this.onGround){
this.jumpDy = this.dy;
this.jumpAngle = this.angle;
}
this.wiggle = 0;
this.jumpPower = 0;
this.jumpReady = false;
this.squat = 0;
this.onGround = false;
}
// creates a character
var createIt = function(x,y,img){
return {
img : img,
x : x, // position
y : y,
dx : 0, // deltat speed
dy : 0,
sqaut : 0, // for landing and pre jump slight squat
onGround : false,
jumpPower : 0,
blink : 0, // blink controls
blinkTimer : 0,
lookAt : "ground", /// where to look
jumpReady : false, // flags if ready to jump
tall : img.sprites[IT.body].h, // how tall
fat : img.sprites[IT.body].w, // how wide
draw : drawIt, // functions
update : updateIt,
jump : jumpIt,
squatF : preJump,
}
}
function display(){ // put code in here
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.drawImage(background,0,0,w,h)
ctx.drawImage(ground,0,h-GROUND_OFFSET,w,GROUND_OFFSET);
fly.update()
drawLoad();
if(canPlay){
if(messageCount < MESSAGES.length){
if(it.onGround && !landed){
landed = true;
message = MESSAGES[messageCount];
messageCount += 1;
}
}
if(resized) { // to prevent resize display issue
resized = false;
it.y = h - GROUND_OFFSET - it.tall / 2;
}
if(it.onGround) {
it.angle = Math.atan2((it.y + 130)-10, it.x- mouse.x) / 3;
it.angle = it.angle < -1 ? -1 : it.angle > 1 ? 1 : it.angle;
it.angle = Math.pow(Math.abs(it.angle),0.5) * Math.sign(it.angle);
it.angle -= Math.PI / 4;
if(it.wiggle > 0.1) {
it.angle += Math.sin((it.wiggle * Math.PI) ** 2) * 0.01 * it.wiggle;
it.wiggle *= 0.95;
}
}
if(mouse.buttonRaw & 1){
it.squatF();
}else{
if(it.jumpReady){
it.jump();
landed = false;
}
}
it.update();
it.draw();
}
//ctx.clearRect(0,0,w,h);
}
/*==============================================================================================
// Answer End
==============================================================================================*/
function update(timer){ // Main update loop
globalTimeInt = Math.floor(globalTime = timer);
display(); // call demo code
requestAnimationFrame(update);
}
requestAnimationFrame(update);
/** SimpleFullCanvasMouse.js end **/
我建议您查看我所遵循的这个(第1部分)和这个(第2部分)教程。
你的"跳跃"动画只是归结为创建一个jump
函数,为你的对象设置一个最大跳跃高度,并为var jumping = true
设置一个布尔值。只要你的角色在"跳跃",你就会增加角色的y轴位置。
一旦你得到你想要的高度,创建一个land
函数来做相反的事情。
创建一个Javascript setinterval,每隔20ms更新对象的高度。每隔20秒设置高度= Initial_Height + u*t - (1/2)gt^2根据屏幕使用g = 9.8, u =某个常数。时间过去了,直到现在。这意味着,初始t=0,第一次更新t=20ms,第二次更新t=40ms。
基本上,你是在模拟现实生活中的重力跳跃。