按动按钮,移动红色方形:
计数的分数
有许多方法来保持在一场比赛的比分,我们会告诉你如何写一个分数到画布上。
首先做一个得分组件:
例
var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(30, 30, "red" , 10, 160);
myScore = new component("30px", "Consolas" , "black" ,
280,
40, "text");
myGameArea.start();
}
对于canvas元素上书写文字的语法是从绘制矩形不同。 因此,我们必须调用使用一个额外的参数组件构造,告诉构造此组件的类型为"text" 。
在组件构造我们测试如果组件类型"text" ,并使用fillText
方法,而不是fillRect
方法:
例
function
component(width, height, color, x, y , type )
{
this.type = type;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY =
0;
this.x = x;
this.y = y;
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);
}
}
...
}
最后,我们在比分上写道画布上updateGameArea函数中添加一些代码。 我们使用frameNo
属性来计算分数:
例
function updateGameArea() {
var x, height, gap, minHeight, maxHeight,
minGap, maxGap;
for (i = 0; i < myObstacles.length; i +=
1) {
if
(myGamePiece.crashWith(myObstacles[i])) {
myGameArea.stop();
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].speedX = -1;
myObstacles[i].newPos();
myObstacles[i].update();
}
myScore.text="SCORE: " + myGameArea.frameNo;
myScore.update();
myGamePiece.newPos();
myGamePiece.update();
}
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