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带有HTML和JavaScript的画布_Javascript_Html_Html5 Canvas - Fatal编程技术网

带有HTML和JavaScript的画布

带有HTML和JavaScript的画布,javascript,html,html5-canvas,Javascript,Html,Html5 Canvas,在W3学校里有一个基本的游戏,我不知道如何把一块或一个物体做成一个圆。我很困惑,什么都试过了,但都没用。如何使用填充圆或其他方法进行此操作?我是画布新手 <!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <style> canvas { border:1px solid #d3

在W3学校里有一个基本的游戏,我不知道如何把一块或一个物体做成一个圆。我很困惑,什么都试过了,但都没用。如何使用填充圆或其他方法进行此操作?我是画布新手

<!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;
var myObstacles = [];
var myScore;

function startGame() {
    myGamePiece = new component(30, 30, "red", 10, 120);
    myGamePiece.gravity = 0.05;
    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);
    }
}

function component(width, height, color, x, y, type) {
    this.type = type;
    this.score = 0;
    this.width = width;
    this.height = height;
    this.speedX = 0;
    this.speedY = 0;    
    this.x = x;
    this.y = y;
    this.gravity = 0;
    this.gravitySpeed = 0;
    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.gravitySpeed += this.gravity;
        this.x += this.speedX;
        this.y += this.speedY + this.gravitySpeed;
        this.hitBottom();
    }
    this.hitBottom = function() {
        var rockbottom = myGameArea.canvas.height - this.height;
        if (this.y > rockbottom) {
            this.y = rockbottom;
            this.gravitySpeed = 0;
        }
    }
    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])) {
            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].update();
    }
    myScore.text="SCORE: " + myGameArea.frameNo;
    myScore.update();
    myGamePiece.newPos();
    myGamePiece.update();
}

function everyinterval(n) {
    if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
    return false;
}

function accelerate(n) {
    myGamePiece.gravity = n;
}
</script>
<br>
<button onmousedown="accelerate(-0.2)" 
onmouseup="accelerate(0.05)">ACCELERATE</button>
<p>Use the ACCELERATE button to stay in the air</p>
    <p>How long can you stay alive?</p>
    </body>
    </html>

帆布{
边框:1px实心#D3;
背景色:#f1f1;
}
我的配子;
var myobstackes=[];
var myScore;
函数startName(){
myGamePiece=新组件(30,30,“红色”,10,120);
myGamePiece.gravity=0.05;
myScore=新组件(“30px”、“控制台”、“黑色”、280、40、,
“文本”);
myGameArea.start();
}
var myGameArea={
画布:document.createElement(“画布”),
开始:函数(){
this.canvas.width=480;
this.canvas.height=270;
this.context=this.canvas.getContext(“2d”);
document.body.insertBefore(this.canvas,
document.body.childNodes[0]);
这个.frameNo=0;
this.interval=setInterval(updateGameArea,20);
},
清除:函数(){
this.context.clearRect(0,0,this.canvas.width,
这是一个很好的例子;
}
}
功能组件(宽度、高度、颜色、x、y、类型){
this.type=type;
这个分数=0;
这个。宽度=宽度;
高度=高度;
这是0.speedX=0;
该值为0;
这个.x=x;
这个。y=y;
这个重力=0;
这个重力速度=0;
this.update=函数(){
ctx=myGameArea.context;
如果(this.type==“text”){
ctx.font=this.width+“”+this.height;
ctx.fillStyle=颜色;
ctx.fillText(this.text,this.x,this.y);
}否则{
ctx.fillStyle=颜色;
ctx.fillRect(this.x,this.y,this.width,this.height);
}
}
this.newPos=函数(){
this.gravitySpeed+=this.gravity;
this.x+=this.speedX;
这个.y+=这个.speedY+这个.gravitySpeed;
这个;
}
this.hitbooth=函数(){
var rockbottom=myGameArea.canvas.height—this.height;
如果(this.y>rockbottom){
y=最低点;
这个重力速度=0;
}
}
this.crashWith=函数(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;
如果((mybottomotherbottom)| |(myright<
其他左)| |(我的左>其他右)){
崩溃=错误;
}
返回碰撞;
}
}
函数updateGameArea(){
变量x,高度,间隙,最小高度,最大高度,最小间隙,最大间隙;
对于(i=0;i
加快
使用加速按钮保持在空中

你能活多久


将函数
组件()
开始名()
更改为此函数。 您可以使用
圆弧
方法绘制曲线

详情:

函数startName(){
myGamePiece=新组件(30,30,“红色”,10,120,“玩家”);
myGamePiece.gravity=0.05;
myScore=新组件(“30px”、“控制台”、“黑色”、280、40、,
“文本”);
myGameArea.start();
}
功能组件(宽度、高度、颜色、x、y、类型){
this.type=type;
这个分数=0;
这个。宽度=宽度;
高度=高度;
这是0.speedX=0;
该值为0;
这个.x=x;
这个。y=y;
这个重力=0;
这个重力速度=0;
this.update=函数(){
ctx=myGameArea.context;
ctx.fillStyle=颜色;
如果(this.type==“text”){//text
ctx.font=this.width+“”+this.height;
ctx.fillStyle=颜色;
ctx.fillText(this.text,this.x,this.y);
}else if(this.type==“player”){//player
ctx.beginPath();
ctx.arc(this.x,this.y,35,0,2*Math.PI);
ctx.fill();
ctx.stroke();
}else{//wall
ctx.fillStyle=颜色;
ctx.fillRect(this.x,this.y,this.width,this.height);
}
}
this.newPos=函数(){
this.gravitySpeed+=this.gravity;
this.x+=this.speedX;
这个.y+=这个.speedY+这个.gravitySpeed;
这个;
}
this.hitbooth=函数(){
var rockbottom=myGameArea.canvas.height—this.height;
如果(this.y>rockbottom){
y=最低点;
这个重力速度=0;
}
}
this.crashWith=函数(otherobj){
var myleft=this.x;
var myright=this.x+(this.width);
var mytop=this.y;
var mybottom=this.y+(this.height);
var otherleft
function startGame() {
    myGamePiece = new component(30, 30, "red", 10, 120, "player");
    myGamePiece.gravity = 0.05;
    myScore = new component("30px", "Consolas", "black", 280, 40, 
     "text");
    myGameArea.start();
}


function component(width, height, color, x, y, type) {
    this.type = type;
    this.score = 0;
    this.width = width;
    this.height = height;
    this.speedX = 0;
    this.speedY = 0;    
    this.x = x;
    this.y = y;
    this.gravity = 0;
    this.gravitySpeed = 0;
    this.update = function() {
        ctx = myGameArea.context;
        ctx.fillStyle = color;
        if (this.type == "text") { // text
            ctx.font = this.width + " " + this.height;
            ctx.fillStyle = color;
            ctx.fillText(this.text, this.x, this.y);
        } else if (this.type == "player") { // player
            ctx.beginPath();
            ctx.arc(this.x, this.y, 35,0,2*Math.PI);
            ctx.fill();
            ctx.stroke();
        } else { // wall
            ctx.fillStyle = color;
            ctx.fillRect(this.x, this.y, this.width, this.height);
        }
    }
    this.newPos = function() {
        this.gravitySpeed += this.gravity;
        this.x += this.speedX;
        this.y += this.speedY + this.gravitySpeed;
        this.hitBottom();
    }
    this.hitBottom = function() {
        var rockbottom = myGameArea.canvas.height - this.height;
        if (this.y > rockbottom) {
            this.y = rockbottom;
            this.gravitySpeed = 0;
        }
    }
    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;
    }
}