HTML5JavaScript游戏

HTML5JavaScript游戏,javascript,html,Javascript,Html,我正在尝试用javascript制作一个HTML5游戏。与乒乓球相似,但一旦泡泡击中球拍或底部屏幕,它就会“破裂”或消失。我似乎无法让代码中的气泡消失或破灭。有人能帮我吗 var canvasColor; var x,y,radius,color; var x=50, y=30 var bubbles=[]; var counter; var lastBubble=0; var steps=0, burst=0, escaped=0; var batonMovement = 200; var m

我正在尝试用javascript制作一个HTML5游戏。与乒乓球相似,但一旦泡泡击中球拍或底部屏幕,它就会“破裂”或消失。我似乎无法让代码中的气泡消失或破灭。有人能帮我吗

var canvasColor;
var x,y,radius,color;
var x=50, y=30
var bubbles=[];
var counter;
var lastBubble=0;
var steps=0, burst=0, escaped=0;
var batonMovement = 200;
var moveBatonRight = false;
var moveBatonLeft = false;
function startGame()
{
    var r,g,b;
    var canvas,color;
    //Initialize
    canvasColor = '#EAEDDC';
    x = 10;
    y = 10;
    radius = 10;
    clearScreen();
    counter=0;


    while (counter <100)
    {

                //make bubble appear randomly
                x=Math.floor(Math.random()*450)

                //Set up a random color
                r = Math.floor(Math.random()*256);
                g = Math.floor(Math.random()*256);
                b = Math.floor(Math.random()*256);
                color='rgb('+r+','+g+','+b+')';

                bubbles[counter]  = new Bubble(x,y,radius,color);
                counter+=1;

    }
    setInterval('drawForever()',50);
}

function Bubble (x,y,radius,color)
{
    this.x=x;
    this.y=y;
    this.radius=radius;
    this.color=color;
    this.active=false;
}

function drawForever()
{
    var canvas, pen;

    canvas = document.getElementById('myCanvas');
    pen = canvas.getContext('2d');
    steps +=1
    clearScreen();
    if (steps%20==0 && lastBubble < 100){
        bubbles[lastBubble].active=true;
        lastBubble +=1;
    }
    drawBaton();
    counter=0;


    while (counter <100)
    {
            if (bubbles[counter].active==true){
                pen.fillStyle = bubbles[counter].color;
                pen.beginPath();
                pen.arc(bubbles[counter].x,
                                bubbles[counter].y,
                                bubbles[counter].radius,
                                0,
                                2*Math.PI);
                pen.fill();

            bubbles[counter].y+=2;

            }

            if (y>=240 && y<=270 && x>=batonMovement-10 && x<=batonMovement+60)
            {
                bubbles[lastBubble]=false;

            }
            else if (y>=450)
            {
                bubbles[lastBubble]=false;
            }
            counter +=1;

    }
}

function clearScreen()
{
    var canvas, pen;

    canvas = document.getElementById('myCanvas');
    pen = canvas.getContext('2d');
    pen.fillStyle = canvasColor;
    pen.fillRect(0,0,450,300);

}
function drawBaton()
{
    var canvas, pen;
    if (moveBatonLeft == true && batonMovement > 0)
    {
        batonMovement -= 20;
    }
    else if (moveBatonRight == true && batonMovement < 400)
    {
        batonMovement += 20;
    }
//draw Baton (rectangle)
    canvas = document.getElementById('myCanvas');
    pen = canvas.getContext('2d');
    pen.fillStyle = '#0000FF';

    pen.fillRect(batonMovement,250,50,10);

}
function moveLeft()
{
        moveBatonLeft=true;
}
function moveRight()
{
        moveBatonRight=true;
}
function stopMove()
{
    moveBatonLeft=false;
    moveBatonRight=false;
}
var canvasColor;
变量x,y,半径,颜色;
变量x=50,y=30
风险值=[];
var计数器;
var=0;
变量步长=0,突发=0,转义=0;
var batonMovement=200;
var moveBatonRight=false;
var moveBatonLeft=false;
函数startName()
{
var r,g,b;
var画布,颜色;
//初始化
画布颜色='#EAEDDC';
x=10;
y=10;
半径=10;
清除屏幕();
计数器=0;
while(计数器0)
{
指挥棒移动-=20;
}
else if(moveBatonRight==true&&batonMovement<400)
{
指挥棒移动+=20;
}
//绘制指挥棒(矩形)
canvas=document.getElementById('myCanvas');
pen=canvas.getContext('2d');
pen.fillStyle='#0000FF';
pen.fillRect(指挥棒移动,250,50,10);
}
函数moveLeft()
{
moveBatonLeft=true;
}
函数moveRight()
{
moveBatonRight=true;
}
函数stopMove()
{
moveBatonLeft=false;
moveBatonRight=false;
}
下面是HTML代码

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <title>Bubble Burster</title>
        <script type="text/javascript" src="project.js"></script>
    </head>
    <body onload="startGame();">
        <div style="text-align:center;">
            <h2>Bubble Burster</h2>
            <canvas id="myCanvas" width="450" height="300" style="border:5px solid #000000; background-color: #f1f1f1;">
                Your browser does not support the canvas element.
            </canvas><br>
            <button onmousedown="moveLeft();" onmouseup="stopMove();">LEFT</button>
            <button onmousedown="moveRight();" onmouseup="stopMove();">RIGHT</button><br><br>
            <form>
                <input type="radio" name="difficulty" value="easy" onclick="check(this.value);" checked> Easy &nbsp;&nbsp;
                <input type="radio" name="difficulty" value="moderate" onclick="check(this.value)"> Moderate&nbsp;&nbsp;
                <input type="radio" name="difficulty" value="hard" onclick="check(this.value)"> Hard  <br><br>
            </form>
            <span id="burst">Burst:</span> &nbsp;&nbsp;
            <span id="escaped">Escaped: </span> &nbsp;&nbsp;
            <span id="steps">Steps elapsed:</span> &nbsp;&nbsp;
            <h3 id="output"></h3>
        </div>
    </body>
</html>

气泡爆破器
气泡爆破器
您的浏览器不支持画布元素。

左边 右

容易的 中庸的 硬的

爆裂: 逃脱: 经过的步骤:
您指的是
x
y
,它们未在
drawForever
函数中定义。
x
y
的全局值可能不是指右气泡。事实上,
y
startGame
函数中被设置为10,并且随后从未更改。您可能还希望参考
气泡[计数器]
,而不是
气泡[最后一个气泡]
。如果您进行以下更改,游戏似乎可以运行,请参考
bubbles[counter].x
bubbles[counter].y
而不是
x
y

function drawForever() {
    var canvas, pen;

    canvas = document.getElementById('myCanvas');
    pen = canvas.getContext('2d');
    steps += 1
    clearScreen();
    if (steps % 20 == 0 && lastBubble < 100) {
        bubbles[lastBubble].active = true;
        lastBubble += 1;
    }
    drawBaton();
    counter = 0;


    while (counter < 100) {
        if (bubbles[counter].active == true) {
            pen.fillStyle = bubbles[counter].color;
            pen.beginPath();
            pen.arc(bubbles[counter].x,
                bubbles[counter].y,
                bubbles[counter].radius,
                0,
                2 * Math.PI);
            pen.fill();

            bubbles[counter].y += 2;

        }
        y = bubbles[counter].y;    // ADDED (y was not defined in original code)
        x = bubbles[counter].x;    // ADDED (x was not defined in original code)
        if (y >= 240 && y <= 270 && x >= batonMovement - 10 && x <= batonMovement + 60) {
            bubbles[counter] = false;   // ALTERED (burst the current bubble, not whatever lastBubble refers to

        } else if (y >= 450) {
            bubbles[counter] = false;   // ALTERED (burst the current bubble, not whatever lastBubble refers to
        }
        counter += 1;

    }
}
函数drawForever(){
油画、钢笔;
canvas=document.getElementById('myCanvas');
pen=canvas.getContext('2d');
步数+=1
清除屏幕();
如果(步骤%20==0&&lastBubble<100){
气泡[lastBubble]。活动=真;
lastBubble+=1;
}
退税();
计数器=0;
同时(计数器<100){
if(气泡[计数器].active==true){
pen.fillStyle=气泡[计数器]。颜色;
pen.beginPath();
pen.arc(气泡[计数器].x,
气泡[计数器].y,
气泡[计数器]。半径,
0,
2*数学PI);
笔。填充();
气泡[计数器]。y+=2;
}
y=bubbles[counter].y;//添加(原始代码中未定义y)
x=bubbles[counter].x;//已添加(原始代码中未定义x)
如果(y>=240&&y=batonMovement-10&&x=450){
气泡[counter]=false;//已更改(爆破当前气泡,而不是lastBubble所指的任何气泡
}
计数器+=1;
}
}


您还应该在每个函数中设置
x
y
局部变量;它们目前没有达到您认为的目的。

您指的是
x
y
,它们在
drawForever
函数中没有定义。
x
y
的全局值可能不正确在右边的泡泡前面。事实上,
y
startName
函数中被设置为10,并且以后从未更改。您可能还希望参考
bubbles[counter]
而不是
bubbles[lastbuble]
。如果您参考
bubbles[counter]进行以下更改,游戏似乎可以正常运行.x
气泡[计数器].y
而不是
x
y

function drawForever() {
    var canvas, pen;

    canvas = document.getElementById('myCanvas');
    pen = canvas.getContext('2d');
    steps += 1
    clearScreen();
    if (steps % 20 == 0 && lastBubble < 100) {
        bubbles[lastBubble].active = true;
        lastBubble += 1;
    }
    drawBaton();
    counter = 0;


    while (counter < 100) {
        if (bubbles[counter].active == true) {
            pen.fillStyle = bubbles[counter].color;
            pen.beginPath();
            pen.arc(bubbles[counter].x,
                bubbles[counter].y,
                bubbles[counter].radius,
                0,
                2 * Math.PI);
            pen.fill();

            bubbles[counter].y += 2;

        }
        y = bubbles[counter].y;    // ADDED (y was not defined in original code)
        x = bubbles[counter].x;    // ADDED (x was not defined in original code)
        if (y >= 240 && y <= 270 && x >= batonMovement - 10 && x <= batonMovement + 60) {
            bubbles[counter] = false;   // ALTERED (burst the current bubble, not whatever lastBubble refers to

        } else if (y >= 450) {
            bubbles[counter] = false;   // ALTERED (burst the current bubble, not whatever lastBubble refers to
        }
        counter += 1;

    }
}
函数drawForever(){
油画、钢笔;
canvas=document.getElementById('myCanvas');
pen=canvas.getContext('2d');
步数+=1
清除屏幕();
如果(步骤%20==0&&lastBubble<100){
气泡[lastBubble]。活动=真;
lastBubble+=1;
}
退税();
计数器=0;
同时(计数器<100){
if(气泡[计数器].active==true){
pen.fillStyle=气泡[计数器]。颜色;
pen.beginPath();
pen.arc(气泡[计数器].x,
气泡[计数器].y,
气泡[计数器]。半径,
0,
2*数学PI);
笔。填充();
气泡[计数器]。y+=2;
}
y=bubbles[counter].y;//添加(原始代码中未定义y)
x=bubbles[counter].x;//已添加(原始代码中未定义x)
如果(y>=240&&y=batonMovement-10&&x=450){
气泡[counter]=false;//已更改(爆破当前气泡,而不是lastBubble所指的任何气泡
}
计数器+=1;
}
}


您还应该在每个函数中设置
x
y
局部变量;它们目前没有达到您认为的目的。

您是否得到
未捕获的TypeError:Cannot read property'getContext'of null
在控制台中?ctrl+shift+i。我在控制台中根本没有得到任何错误。您是否可以ach你的HTML和CSS代码?我只有这方面的HTML和Java代码,这就是我们所需要的…我已经在上面发布了HTML代码。你是否得到
未捕获的类型错误:无法在控制台中读取null属性“getContext”
?ctrl+shift+I。我在控制台中根本没有收到任何错误。你能附加你的HTML和CSS代码吗?我只有HTML和Java