Javascript 如何在警报中创建计算?
我正在创建一个互动游戏,对编程非常陌生。我想知道如何精确地增加一个变量,然后将其放入一个警报框中。我想找到foodCaught和foodWasted的计算结果,并在游戏结束时将其显示在警报框中。另外,我如何使其位于计时器上,并在计时器结束时显示带有foodCaught和foodWasted的警报框Javascript 如何在警报中创建计算?,javascript,jquery,Javascript,Jquery,我正在创建一个互动游戏,对编程非常陌生。我想知道如何精确地增加一个变量,然后将其放入一个警报框中。我想找到foodCaught和foodWasted的计算结果,并在游戏结束时将其显示在警报框中。另外,我如何使其位于计时器上,并在计时器结束时显示带有foodCaught和foodWasted的警报框 $(document).ready(function(){ var cnv = $("#myCanvas")[0]; var ctx = cnv.getContext("2d");
$(document).ready(function(){
var cnv = $("#myCanvas")[0];
var ctx = cnv.getContext("2d");
var catcherX = ctx.canvas.width/2;
var catcherY = ctx.canvas.height - 100; // set the initial location of the catcher's y position
var numFoods = 5;
var catcherSpeed = 30;
var foodCaught = 0;
var foodWasted = 0;
function Food(){ // the name of the constructor usually begins with a captial letter
this.radius = 30;
this.x = Math.floor(Math.random()*ctx.canvas.width);
this.y = 0 - this.radius;
this.speed = 1+ Math.floor(Math.random()*5);
var imageToUse = new Image();
this.width = 50; // default values
this.height = 50; // default values
var randomNum = Math.floor(Math.random()*2); // create a random number to choose the image
if(randomNum == 0){
imageToUse.src = "corn.png";
this.width = 27; // width of corn.png
this.height = 100; // height of corn.png
} else if(randomNum == 1){
imageToUse.src = "straw.png"
this.width = 83; // width of straw.png
this.height = 100; // height of straw.png
}
this.moveFood = function(){
if(this.y > ctx.canvas.height){
this.x = Math.floor(Math.random()*ctx.canvas.width);
this.y = 0;
footWasted += 1;
}
this.y += this.speed; // add speed to location
}
this.drawFood = function() {
ctx.drawImage(imageToUse, this.x, this.y);
}
this.intersectFood = function(targetX, targetY, targetR) {
if(this.x + this.width > targetX && this.x < targetX + targetR && this.y + this.height > targetY && this.y < targetY + targetR){
foodCaught += 1;
return true;
}
/*
var distanceX = this.x - targetX;
var distanceY = this.y - targetY;
var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
if(distance < targetR + this.radius){
return true;
}
*/
}
}
// create an Array of Foods
var FoodArray = new Array();
for(var i=0; i<numFoods; i++) {
FoodArray[i] = new Food();
}
// get mouse Postion
$(document).keydown(function(e){ // attach the event to the entire document
switch(e.keyCode){
case 37: // left
catcherX-= catcherSpeed;
break;
case 39: // right
catcherX+= catcherSpeed;
break;
}
});
var interval = setInterval(gameLoop,10); // call draw every 10 milliseconds
var counter = 0;
function gameLoop(){
ctx.clearRect(0,0, ctx.canvas.width, ctx.canvas.height); //clears previous circles
for(var i=0; i < FoodArray.length; i++) {
FoodArray[i].moveFood();
FoodArray[i].drawFood();
if(FoodArray[i].intersectFood(catcherX, catcherY, 15)){
FoodArray.splice(i,1);
console.log(i);
}
}
// draw catcher
ctx.beginPath();
ctx.fillStyle="#119933";
ctx.arc(catcherX,catcherY,15,0,Math.PI*2,true);
ctx.closePath();
ctx.fill();
$(文档).ready(函数(){
var cnv=$(“#我的画布”)[0];
var ctx=cnv.getContext(“2d”);
var catcherX=ctx.canvas.width/2;
var catcherY=ctx.canvas.height-100;//设置捕捉器y位置的初始位置
var numFoods=5;
var-catcherSpeed=30;
var foodCaught=0;
var foodWasted=0;
函数Food(){//构造函数的名称通常以大写字母开头
这个半径=30;
this.x=Math.floor(Math.random()*ctx.canvas.width);
this.y=0-this.radius;
this.speed=1+Math.floor(Math.random()*5);
var imageToUse=新图像();
this.width=50;//默认值
this.height=50;//默认值
var randomNum=Math.floor(Math.random()*2);//创建一个随机数来选择图像
if(randomNum==0){
imageToUse.src=“corn.png”;
this.width=27;//corn.png的宽度
this.height=100;//corn.png的高度
}else if(randomNum==1){
imageToUse.src=“straw.png”
this.width=83;//straw.png的宽度
this.height=100;//straw.png的高度
}
this.moveFood=函数(){
if(this.y>ctx.canvas.height){
this.x=Math.floor(Math.random()*ctx.canvas.width);
这个。y=0;
平均值+=1;
}
this.y+=this.speed;//将速度添加到位置
}
this.drawFood=函数(){
ctx.drawImage(imageToUse,this.x,this.y);
}
this.intersectFood=函数(targetX、targetY、targetR){
if(this.x+this.width>targetX和this.xtargetY和this.y 对于(var i=0;i更新的答案
游戏结束后,请执行以下操作:
alert("foodCaught = " + foodCaught + "<br>foodWasted = " + foodWasted);
这样,每次调用gameLoop
函数时,您都会得到foodCaught
和foodWasted
变量的值
如果您不知道如何使用控制台,请签出
EDIT2:
我有一个结束游戏的想法。在下面更新的代码中,我使用setTimeout()
将游戏设置为运行10秒(作为示例,以便您可以快速更改)。您可以将其更改为您想要的任何持续时间。在setTimeout()
中,我还提醒您需要的值
以下是更新的Javascript/jQuery代码:
$(document).ready(function(){
var cnv = $("#myCanvas")[0];
var ctx = cnv.getContext("2d");
var catcherX = ctx.canvas.width/2;
var catcherY = ctx.canvas.height - 100; // set the initial location of the catcher's y position
var numFoods = 5;
var catcherSpeed = 30;
var foodCaught = 0;
var foodWasted = 0;
function Food(){ // the name of the constructor usually begins with a captial letter
this.radius = 30;
this.x = Math.floor(Math.random()*ctx.canvas.width);
this.y = 0 - this.radius;
this.speed = 1+ Math.floor(Math.random()*5);
var imageToUse = new Image();
this.width = 50; // default values
this.height = 50; // default values
var randomNum = Math.floor(Math.random()*2); // create a random number to choose the image
if(randomNum == 0){
imageToUse.src = "corn.png";
this.width = 27; // width of corn.png
this.height = 100; // height of corn.png
} else if(randomNum == 1){
imageToUse.src = "straw.png"
this.width = 83; // width of straw.png
this.height = 100; // height of straw.png
}
this.moveFood = function(){
if(this.y > ctx.canvas.height){
this.x = Math.floor(Math.random()*ctx.canvas.width);
this.y = 0;
foodWasted += 1;
}
this.y += this.speed; // add speed to location
}
this.drawFood = function() {
ctx.drawImage(imageToUse, this.x, this.y);
}
this.intersectFood = function(targetX, targetY, targetR) {
if(this.x + this.width > targetX && this.x < targetX + targetR && this.y + this.height > targetY && this.y < targetY + targetR){
foodCaught += 1;
return true;
}
/*
var distanceX = this.x - targetX;
var distanceY = this.y - targetY;
var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
if(distance < targetR + this.radius){
return true;
}
*/
}
}
function gameLoop(){
ctx.clearRect(0,0, ctx.canvas.width, ctx.canvas.height); //clears previous circles
for(var i=0; i < FoodArray.length; i++) {
FoodArray[i].moveFood();
FoodArray[i].drawFood();
if(FoodArray[i].intersectFood(catcherX, catcherY, 15)){
FoodArray.splice(i,1);
}
}
// draw catcher
ctx.beginPath();
ctx.fillStyle="#119933";
ctx.arc(catcherX,catcherY,15,0,Math.PI*2,true);
ctx.closePath();
ctx.fill();
}
$(document).keydown(function(e){ // attach the event to the entire document
switch(e.keyCode){
case 37: // left
catcherX-= catcherSpeed;
break;
case 39: // right
catcherX+= catcherSpeed;
break;
}
});
// create an Array of Foods
var FoodArray = new Array();
for(var i=0; i<numFoods; i++) {
FoodArray[i] = new Food();
}
var interval = setInterval(gameLoop,10); // call draw every 10 milliseconds
setTimeout(function(){
clearInterval(interval);
alert("Time UP!\n\nfoodCaught = " + foodCaught + "\nfoodWasted = " + foodWasted);
}, 10000);
});
$(文档).ready(函数(){
var cnv=$(“#我的画布”)[0];
var ctx=cnv.getContext(“2d”);
var catcherX=ctx.canvas.width/2;
var catcherY=ctx.canvas.height-100;//设置捕捉器y位置的初始位置
var numFoods=5;
var-catcherSpeed=30;
var foodCaught=0;
var foodWasted=0;
函数Food(){//构造函数的名称通常以大写字母开头
这个半径=30;
this.x=Math.floor(Math.random()*ctx.canvas.width);
this.y=0-this.radius;
this.speed=1+Math.floor(Math.random()*5);
var imageToUse=新图像();
this.width=50;//默认值
this.height=50;//默认值
var randomNum=Math.floor(Math.random()*2);//创建一个随机数来选择图像
if(randomNum==0){
imageToUse.src=“corn.png”;
this.width=27;//corn.png的宽度
this.height=100;//corn.png的高度
}else if(randomNum==1){
imageToUse.src=“straw.png”
this.width=83;//straw.png的宽度
this.height=100;//straw.png的高度
}
this.moveFood=函数(){
if(this.y>ctx.canvas.height){
this.x=Math.floor(Math.random()*ctx.canvas.width);
这个。y=0;
食物浪费+=1;
}
this.y+=this.speed;//将速度添加到位置
}
this.drawFood=函数(){
ctx.drawImage(imageToUse,this.x,this.y);
}
this.intersectFood=函数(targetX、targetY、targetR){
if(this.x+this.width>targetX和this.xtargetY和this.y$(document).ready(function(){
var cnv = $("#myCanvas")[0];
var ctx = cnv.getContext("2d");
var catcherX = ctx.canvas.width/2;
var catcherY = ctx.canvas.height - 100; // set the initial location of the catcher's y position
var numFoods = 5;
var catcherSpeed = 30;
var foodCaught = 0;
var foodWasted = 0;
function Food(){ // the name of the constructor usually begins with a captial letter
this.radius = 30;
this.x = Math.floor(Math.random()*ctx.canvas.width);
this.y = 0 - this.radius;
this.speed = 1+ Math.floor(Math.random()*5);
var imageToUse = new Image();
this.width = 50; // default values
this.height = 50; // default values
var randomNum = Math.floor(Math.random()*2); // create a random number to choose the image
if(randomNum == 0){
imageToUse.src = "corn.png";
this.width = 27; // width of corn.png
this.height = 100; // height of corn.png
} else if(randomNum == 1){
imageToUse.src = "straw.png"
this.width = 83; // width of straw.png
this.height = 100; // height of straw.png
}
this.moveFood = function(){
if(this.y > ctx.canvas.height){
this.x = Math.floor(Math.random()*ctx.canvas.width);
this.y = 0;
foodWasted += 1;
}
this.y += this.speed; // add speed to location
}
this.drawFood = function() {
ctx.drawImage(imageToUse, this.x, this.y);
}
this.intersectFood = function(targetX, targetY, targetR) {
if(this.x + this.width > targetX && this.x < targetX + targetR && this.y + this.height > targetY && this.y < targetY + targetR){
foodCaught += 1;
return true;
}
/*
var distanceX = this.x - targetX;
var distanceY = this.y - targetY;
var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
if(distance < targetR + this.radius){
return true;
}
*/
}
}
function gameLoop(){
ctx.clearRect(0,0, ctx.canvas.width, ctx.canvas.height); //clears previous circles
for(var i=0; i < FoodArray.length; i++) {
FoodArray[i].moveFood();
FoodArray[i].drawFood();
if(FoodArray[i].intersectFood(catcherX, catcherY, 15)){
FoodArray.splice(i,1);
}
}
// draw catcher
ctx.beginPath();
ctx.fillStyle="#119933";
ctx.arc(catcherX,catcherY,15,0,Math.PI*2,true);
ctx.closePath();
ctx.fill();
}
$(document).keydown(function(e){ // attach the event to the entire document
switch(e.keyCode){
case 37: // left
catcherX-= catcherSpeed;
break;
case 39: // right
catcherX+= catcherSpeed;
break;
}
});
// create an Array of Foods
var FoodArray = new Array();
for(var i=0; i<numFoods; i++) {
FoodArray[i] = new Food();
}
var interval = setInterval(gameLoop,10); // call draw every 10 milliseconds
setTimeout(function(){
clearInterval(interval);
alert("Time UP!\n\nfoodCaught = " + foodCaught + "\nfoodWasted = " + foodWasted);
}, 10000);
});