1 回答

TA貢獻1877條經驗 獲得超1個贊
基本原則
這是您可以做到的一種方法:
你需要一個
Game
對象來處理更新邏輯,存儲所有當前實體,處理游戲循環...... IMO,這是你應該跟蹤最后一次發射的時間Ball
以及是否發射新的。在這個演示中,這個對象還處理當前時間、增量時間和請求動畫幀,但有些人可能會爭辯說這個邏輯可以外部化,并且只需在每個幀上調用某種形式
Game.update(deltaTime)
。
您需要為游戲中的所有實體使用不同的對象。我創建了一個
Entity
類,因為我想確保所有游戲實體都具有運行所需的最低要求(即更新、繪制、x、y...)。有一個
Ball
類extends Entity
負責了解它自己的參數(速度,大小,......),如何更新和繪制自己,......我留下了一
Paddle
門課讓你完成。
歸根結底,這完全是關注點分離的問題。誰應該知道誰的事?然后傳遞變量。
至于你的另一個問題:
我是否需要為每個球創建多個 requestAnimationFrame 循環?
這絕對是可能的,但我認為有一個集中的地方來處理lastUpdate
, deltaTime
,lastBallCreated
讓事情變得簡單得多。在實踐中,開發者傾向于為此嘗試使用單個動畫幀循環。
class Entity {
constructor(x, y) {
this.x = x
this.y = y
}
update() { console.warn(`${this.constructor.name} needs an update() function`) }
draw() { console.warn(`${this.constructor.name} needs a draw() function`) }
isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) }
}
class Ball extends Entity {
constructor(x, y) {
super(x, y)
this.speed = 100 // px per second
this.size = 10 // radius in px
}
update(deltaTime) {
this.y -= this.speed * deltaTime / 1000 // deltaTime is ms so we divide by 1000
}
/** @param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath()
context.arc(this.x, this.y, this.size, 0, 2 * Math.PI)
context.fill()
}
isDead() {
return this.y < 0 - this.size
}
}
class Paddle extends Entity {
constructor() {
super(0, 0)
}
update() { /**/ }
draw() { /**/ }
isDead() { return false }
}
class Game {
/** @param {HTMLCanvasElement} canvas */
constructor(canvas) {
this.entities = [] // contains all game entities (Balls, Paddles, ...)
this.context = canvas.getContext('2d')
this.newBallInterval = 1000 // ms between each ball
this.lastBallCreated = 0 // timestamp of last time a ball was launched
}
start() {
this.lastUpdate = performance.now()
const paddle = new Paddle()
this.entities.push(paddle)
this.loop()
}
update() {
// calculate time elapsed
const newTime = performance.now()
const deltaTime = newTime - this.lastUpdate
// update every entity
this.entities.forEach(entity => entity.update(deltaTime))
// other update logic (here, create new entities)
if(this.lastBallCreated + this.newBallInterval < newTime) {
const ball = new Ball(100, 300) // this is quick and dirty, you should put some more thought into `x` and `y` here
this.entities.push(ball)
this.lastBallCreated = newTime
}
// remember current time for next update
this.lastUpdate = newTime
}
draw() {
this.entities.forEach(entity => entity.draw(this.context))
}
cleanup() {
// to prevent memory leak, don't forget to cleanup dead entities
this.entities.forEach(entity => {
if(entity.isDead()) {
const index = this.entities.indexOf(entity)
this.entities.splice(index, 1)
}
})
}
loop() {
requestAnimationFrame(() => {
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height)
this.update()
this.draw()
this.cleanup()
this.loop()
})
}
}
const canvas = document.querySelector('canvas')
const game = new Game(canvas)
game.start()
<canvas height="300" width="300"></canvas>
管理玩家輸入
現在假設您要將鍵盤輸入添加到您的游戲中。在那種情況下,我實際上會創建一個單獨的類,因為根據您要支持的“按鈕”數量,它會很快變得非常復雜。
所以首先,讓我們畫一個基本的槳,這樣我們就可以看到發生了什么:
class Paddle extends Entity {
constructor() {
// we just add a default initial x,y and height,width
super(150, 20)
this.width = 50
this.height = 10
}
update() { /**/ }
/** @param {CanvasRenderingContext2D} context */
draw(context) {
// we just draw a simple rectangle centered on x,y
context.beginPath()
context.rect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height)
context.fill()
}
isDead() { return false }
}
現在我們添加一個基本InputsManager類,您可以根據需要將其復雜化。僅針對兩個鍵,處理keydown和keyup可以同時按下兩個鍵的事實已經有幾行代碼,因此最好將事情分開,以免弄亂我們的Game對象。
class InputsManager {
constructor() {
this.direction = 0 // this is the value we actually need in out Game object
window.addEventListener('keydown', this.onKeydown.bind(this))
window.addEventListener('keyup', this.onKeyup.bind(this))
}
onKeydown(event) {
switch (event.key) {
case 'ArrowLeft':
this.direction = -1
break
case 'ArrowRight':
this.direction = 1
break
}
}
onKeyup(event) {
switch (event.key) {
case 'ArrowLeft':
if(this.direction === -1) // make sure the direction was set by this key before resetting it
this.direction = 0
break
case 'ArrowRight':
this.direction = 1
if(this.direction === 1) // make sure the direction was set by this key before resetting it
this.direction = 0
break
}
}
}
現在,我們可以更新我們的Game類來利用這個新的InputsManager
class Game {
// ...
start() {
// ...
this.inputsManager = new InputsManager()
this.loop()
}
update() {
// update every entity
const frameData = {
deltaTime,
inputs: this.inputsManager,
} // we now pass more data to the update method so that entities that need to can also read from our InputsManager
this.entities.forEach(entity => entity.update(frameData))
}
// ...
}
update在更新實體方法的代碼以實際使用 new 之后InputsManager,結果如下:
class Entity {
constructor(x, y) {
this.x = x
this.y = y
}
update() { console.warn(`${this.constructor.name} needs an update() function`) }
draw() { console.warn(`${this.constructor.name} needs a draw() function`) }
isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) }
}
class Ball extends Entity {
constructor(x, y) {
super(x, y)
this.speed = 300 // px per second
this.radius = 10 // radius in px
}
update({deltaTime}) {
// Ball still only needs deltaTime to calculate its update
this.y -= this.speed * deltaTime / 1000 // deltaTime is ms so we divide by 1000
}
/** @param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath()
context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI)
context.fill()
}
isDead() {
return this.y < 0 - this.radius
}
}
class Paddle extends Entity {
constructor() {
super(150, 50)
this.speed = 200
this.width = 50
this.height = 10
}
update({deltaTime, inputs}) {
// Paddle needs to read both deltaTime and inputs
this.x += this.speed * deltaTime / 1000 * inputs.direction
}
/** @param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath()
context.rect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height)
context.fill()
}
isDead() { return false }
}
class InputsManager {
constructor() {
this.direction = 0
window.addEventListener('keydown', this.onKeydown.bind(this))
window.addEventListener('keyup', this.onKeyup.bind(this))
}
onKeydown(event) {
switch (event.key) {
case 'ArrowLeft':
this.direction = -1
break
case 'ArrowRight':
this.direction = 1
break
}
}
onKeyup(event) {
switch (event.key) {
case 'ArrowLeft':
if(this.direction === -1)
this.direction = 0
break
case 'ArrowRight':
this.direction = 1
if(this.direction === 1)
this.direction = 0
break
}
}
}
class Game {
/** @param {HTMLCanvasElement} canvas */
constructor(canvas) {
this.entities = [] // contains all game entities (Balls, Paddles, ...)
this.context = canvas.getContext('2d')
this.newBallInterval = 500 // ms between each ball
this.lastBallCreated = -Infinity // timestamp of last time a ball was launched
}
start() {
this.lastUpdate = performance.now()
// we store the new Paddle in this.player so we can read from it later
this.player = new Paddle()
// but we still add it to the entities list so it gets updated like every other Entity
this.entities.push(this.player)
this.inputsManager = new InputsManager()
this.loop()
}
update() {
// calculate time elapsed
const newTime = performance.now()
const deltaTime = newTime - this.lastUpdate
// update every entity
const frameData = {
deltaTime,
inputs: this.inputsManager,
}
this.entities.forEach(entity => entity.update(frameData))
// other update logic (here, create new entities)
if(this.lastBallCreated + this.newBallInterval < newTime) {
// we can now read from this.player to the the position of where to fire a Ball
const ball = new Ball(this.player.x, 300)
this.entities.push(ball)
this.lastBallCreated = newTime
}
// remember current time for next update
this.lastUpdate = newTime
}
draw() {
this.entities.forEach(entity => entity.draw(this.context))
}
cleanup() {
// to prevent memory leak, don't forget to cleanup dead entities
this.entities.forEach(entity => {
if(entity.isDead()) {
const index = this.entities.indexOf(entity)
this.entities.splice(index, 1)
}
})
}
loop() {
requestAnimationFrame(() => {
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height)
this.update()
this.draw()
this.cleanup()
this.loop()
})
}
}
const canvas = document.querySelector('canvas')
const game = new Game(canvas)
game.start()
<canvas height="300" width="300"></canvas>
<script src="script.js"></script>
單擊“運行代碼片段”后,您必須單擊 iframe 以使其聚焦,以便它可以偵聽鍵盤輸入(左箭頭,右箭頭)。
x作為獎勵,因為我們現在可以繪制和移動球拍,所以我添加了在與球拍相同的坐標處創建球的功能。您可以閱讀我在上面的代碼片段中留下的評論,以快速了解其工作原理。
如何添加功能
現在我想給你一個更一般的展望,告訴你如何處理你在這個例子上擴展時可能遇到的未來問題。我將以想要測試兩個游戲對象之間的碰撞為例。你應該問問自己把邏輯放在哪里?
所有游戲對象可以共享邏輯的地方在哪里?(創建信息)
您需要在哪里了解碰撞?(獲取信息)
在這個例子中,所有游戲對象都是的子類,Entity所以對我來說,將代碼放在那里是有意義的:
class Entity {
constructor(x, y) {
this.collision = 'none'
this.x = x
this.y = y
}
update() { console.warn(`${this.constructor.name} needs an update() function`) }
draw() { console.warn(`${this.constructor.name} needs a draw() function`) }
isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) }
static testCollision(a, b) {
if(a.collision === 'none') {
console.warn(`${a.constructor.name} needs a collision type`)
return undefined
}
if(b.collision === 'none') {
console.warn(`${b.constructor.name} needs a collision type`)
return undefined
}
if(a.collision === 'circle' && b.collision === 'circle') {
return Math.sqrt((a.x - b.x)**2 + (a.y - b.y)**2) < a.radius + b.radius
}
if(a.collision === 'circle' && b.collision === 'rect' || a.collision === 'rect' && b.collision === 'circle') {
let circle = a.collision === 'circle' ? a : b
let rect = a.collision === 'rect' ? a : b
// this is a waaaaaay simplified collision that just works in this case (circle always comes from the bottom)
const topOfBallIsAboveBottomOfRect = circle.y - circle.radius <= rect.y + rect.height / 2
const bottomOfBallIsBelowTopOfRect = circle.y + circle.radius >= rect.y - rect.height / 2
const ballIsRightOfRectLeftSide = circle.x + circle.radius >= rect.x - rect.width / 2
const ballIsLeftOfRectRightSide = circle.x - circle.radius <= rect.x + rect.width / 2
return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide
}
console.warn(`there is no collision function defined for a ${a.collision} and a ${b.collision}`)
return undefined
}
}
現在有很多種 2D 碰撞,所以代碼有點冗長,但要點是:這是我在這里做出的設計決定。我可以成為通才和未來證明這一點,但它看起來像上面......我必須.collision向我的所有游戲對象添加一個屬性,以便它們知道它們是否應該在上述算法中被視為 a'circle'或 ' 。rect'
class Ball extends Entity {
constructor(x, y) {
super(x, y)
this.collision = 'circle'
}
// ...
}
class Paddle extends Entity {
constructor() {
super(150, 50)
this.collision = 'rect'
}
// ...
}
或者我可以極簡主義,只添加我需要的東西,在這種情況下,將代碼實際放入實體中可能更有意義Paddle:
class Paddle extends Entity {
testBallCollision(ball) {
const topOfBallIsAboveBottomOfRect = ball.y - ball.radius <= this.y + this.height / 2
const bottomOfBallIsBelowTopOfRect = ball.y + ball.radius >= this.y - this.height / 2
const ballIsRightOfRectLeftSide = ball.x + ball.radius >= this.x - this.width / 2
const ballIsLeftOfRectRightSide = ball.x - ball.radius <= this.x + this.width / 2
return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide
}
}
cleanup無論哪種方式,我現在都可以從循環函數Game(我選擇放置刪除死實體的邏輯的地方)訪問碰撞信息。
對于我的第一個通才解決方案,我會這樣使用它:
class Game {
cleanup() {
this.entities.forEach(entity => {
// I'm passing this.player so all entities can test for collision with the player
if(entity.isDead(this.player)) {
const index = this.entities.indexOf(entity)
this.entities.splice(index, 1)
}
})
}
}
class Ball extends Entity {
isDead(player) {
// this is the "out of bounds" test we already had
const outOfBounds = this.y < 0 - this.radius
// this is the new "collision with player paddle"
const collidesWithPlayer = Entity.testCollision(player, this)
return outOfBounds || collidesWithPlayer
}
}
使用第二種極簡主義方法,我仍然需要通過播放器進行測試:
class Game {
cleanup() {
this.entities.forEach(entity => {
// I'm passing this.player so all entities can test for collision with the player
if(entity.isDead(this.player)) {
const index = this.entities.indexOf(entity)
this.entities.splice(index, 1)
}
})
}
}
class Ball extends Entity {
isDead(player) {
// this is the "out of bounds" test we already had
const outOfBounds = this.y < 0 - this.radius
// this is the new "collision with player paddle"
const collidesWithPlayer = player.testBallCollision(this)
return outOfBounds || collidesWithPlayer
}
}
最后結果
我希望你學到了一些東西。同時,這是這篇很長的回答帖子的最終結果:
class Entity {
constructor(x, y) {
this.collision = 'none'
this.x = x
this.y = y
}
update() { console.warn(`${this.constructor.name} needs an update() function`) }
draw() { console.warn(`${this.constructor.name} needs a draw() function`) }
isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) }
static testCollision(a, b) {
if(a.collision === 'none') {
console.warn(`${a.constructor.name} needs a collision type`)
return undefined
}
if(b.collision === 'none') {
console.warn(`${b.constructor.name} needs a collision type`)
return undefined
}
if(a.collision === 'circle' && b.collision === 'circle') {
return Math.sqrt((a.x - b.x)**2 + (a.y - b.y)**2) < a.radius + b.radius
}
if(a.collision === 'circle' && b.collision === 'rect' || a.collision === 'rect' && b.collision === 'circle') {
let circle = a.collision === 'circle' ? a : b
let rect = a.collision === 'rect' ? a : b
// this is a waaaaaay simplified collision that just works in this case (circle always comes from the bottom)
const topOfBallIsAboveBottomOfRect = circle.y - circle.radius <= rect.y + rect.height / 2
const bottomOfBallIsBelowTopOfRect = circle.y + circle.radius >= rect.y - rect.height / 2
const ballIsRightOfRectLeftSide = circle.x + circle.radius >= rect.x - rect.width / 2
const ballIsLeftOfRectRightSide = circle.x - circle.radius <= rect.x + rect.width / 2
return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide
}
console.warn(`there is no collision function defined for a ${a.collision} and a ${b.collision}`)
return undefined
}
}
class Ball extends Entity {
constructor(x, y) {
super(x, y)
this.collision = 'circle'
this.speed = 300 // px per second
this.radius = 10 // radius in px
}
update({deltaTime}) {
this.y -= this.speed * deltaTime / 1000 // deltaTime is ms so we divide by 1000
}
/** @param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath()
context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI)
context.fill()
}
isDead(player) {
const outOfBounds = this.y < 0 - this.radius
const collidesWithPlayer = Entity.testCollision(player, this)
return outOfBounds || collidesWithPlayer
}
}
class Paddle extends Entity {
constructor() {
super(150, 50)
this.collision = 'rect'
this.speed = 200
this.width = 50
this.height = 10
}
update({deltaTime, inputs}) {
this.x += this.speed * deltaTime / 1000 * inputs.direction
}
/** @param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath()
context.rect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height)
context.fill()
}
isDead() { return false }
}
class InputsManager {
constructor() {
this.direction = 0
window.addEventListener('keydown', this.onKeydown.bind(this))
window.addEventListener('keyup', this.onKeyup.bind(this))
}
onKeydown(event) {
switch (event.key) {
case 'ArrowLeft':
this.direction = -1
break
case 'ArrowRight':
this.direction = 1
break
}
}
onKeyup(event) {
switch (event.key) {
case 'ArrowLeft':
if(this.direction === -1)
this.direction = 0
break
case 'ArrowRight':
this.direction = 1
if(this.direction === 1)
this.direction = 0
break
}
}
}
class Game {
/** @param {HTMLCanvasElement} canvas */
constructor(canvas) {
this.entities = [] // contains all game entities (Balls, Paddles, ...)
this.context = canvas.getContext('2d')
this.newBallInterval = 500 // ms between each ball
this.lastBallCreated = -Infinity // timestamp of last time a ball was launched
}
start() {
this.lastUpdate = performance.now()
this.player = new Paddle()
this.entities.push(this.player)
this.inputsManager = new InputsManager()
this.loop()
}
update() {
// calculate time elapsed
const newTime = performance.now()
const deltaTime = newTime - this.lastUpdate
// update every entity
const frameData = {
deltaTime,
inputs: this.inputsManager,
}
this.entities.forEach(entity => entity.update(frameData))
// other update logic (here, create new entities)
if(this.lastBallCreated + this.newBallInterval < newTime) {
const ball = new Ball(this.player.x, 300)
this.entities.push(ball)
this.lastBallCreated = newTime
}
// remember current time for next update
this.lastUpdate = newTime
}
draw() {
this.entities.forEach(entity => entity.draw(this.context))
}
cleanup() {
// to prevent memory leak, don't forget to cleanup dead entities
this.entities.forEach(entity => {
if(entity.isDead(this.player)) {
const index = this.entities.indexOf(entity)
this.entities.splice(index, 1)
}
})
}
loop() {
requestAnimationFrame(() => {
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height)
this.update()
this.draw()
this.cleanup()
this.loop()
})
}
}
const canvas = document.querySelector('canvas')
const game = new Game(canvas)
game.start()
<canvas height="300" width="300"></canvas>
<script src="script.js"></script>
單擊“運行代碼片段”后,您必須單擊 iframe 以使其聚焦,以便它可以偵聽鍵盤輸入(左箭頭,右箭頭)。
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