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game.js
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215 lines (172 loc) · 7.37 KB
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//游戏代码
function createBullet() {
let bullet = document.createElement('div');
bullet.style.width = '20px';
bullet.style.height = '50px';
bullet.style.backgroundColor = 'white';
bullet.style.position = 'absolute';
bullet.style.textAlign = 'center';
bullet.style.color = 'black';
bullet.innerText = "子弹";
bullet.setAttribute('component', 'collider'); // 添加component属性
// 设置子弹的初始位置为playerDiv的位置
var playerDiv = document.getElementById('player');
bullet.style.top = playerDiv.style.top;
bullet.style.left = playerDiv.style.left;
// 把子弹添加到body
document.body.appendChild(bullet);
bullet.onColliderEnter = function (collider) {
console.log("我是子弹,撞到我的人是" + collider.innerText)
if (collider.innerText != "板子") {
collider.innerText = collider.innerText.slice(0, -1);
if (collider.innerText === '') {
collider.parentNode.removeChild(collider);
}
}
}
// 用定时器让子弹向上飞
let intervalId = setInterval(() => {
let currentTop = parseInt(bullet.style.top, 10);
currentTop -= 50; // 步长,可以按需调整
bullet.style.top = currentTop + 'px';
//如果子弹飞出屏幕,删除子弹并清除定时器
if (currentTop < 0) {
clearInterval(intervalId);
bullet.parentNode.removeChild(bullet);
}
}, 50); // 控制子弹飞行速度,数值越小飞得越快
return bullet;
}
document.body.onkeydown = function (e) {
if (e.keyCode === 32) { // '32' 是空格键的键码
e.preventDefault();
createBullet()
}
}
class CollisionPair {
constructor(node1, node2) {
// 将两个节点排序,以保证 (node1, node2) 和 (node2, node1) 能被认为是同一对
this.nodes = [node1, node2].sort((a, b) => (a.offsetLeft - b.offsetLeft) || (a.offsetTop - b.offsetTop));
}
equals(other) {
return other.nodes[0] === this.nodes[0] && other.nodes[1] === this.nodes[1];
}
//已经废弃
hash() {
// 由于节点的唯一性,我们可以仅通过它们的参考来获取唯一的hash
return `${this.nodes[0]}-${this.nodes[1]}`;
}
}
class CollideSystem {
//正在碰撞的物体对
static collidingPairs = [];
static has(pair) {
for (let i = 0; i < CollideSystem.collidingPairs.length; i++) {
if (CollideSystem.collidingPairs[i].equals(pair)) {
return true
}
}
return false
}
static remove(pair) {
for (let i = 0; i < CollideSystem.collidingPairs.length; i++) {
if (CollideSystem.collidingPairs[i].equals(pair)) {
CollideSystem.collidingPairs.splice(i, 1);
return true
}
}
return false
}
static update() {
collider = document.querySelectorAll('[component~="collider"]');
for (let i = 0; i < collider.length; i++) {
for (let j = i + 1; j < collider.length; j++) {
let pair = new CollisionPair(collider[i], collider[j]);
if (CollideSystem.colliderEnter(collider[i], collider[j])) {
// 如果此对物体正在碰撞就继续遍历,否则记录下正在碰撞并触发onFirstEnter事件
if (CollideSystem.has(pair)) {
collider[i].onCollider?.(collider[j])
collider[j].onCollider?.(collider[i])
} else {
collider[i].onColliderEnter?.(collider[j]);
collider[j].onColliderEnter?.(collider[i]);
CollideSystem.collidingPairs.push(pair);
}
} else {
//如果现在没有碰撞,但是碰撞库里面有,说明停止碰撞了
if (CollideSystem.has(pair)) {
collider[i].onColliderExit?.(collider[j]);
collider[j].onColliderExit?.(collider[i]);
CollideSystem.remove(pair)
}
// 如果此对物体不再碰撞则删除,并触发离开事件
// CollideSystem.collidingPairs[0] = null
}
}
}
window.requestAnimationFrame(CollideSystem.update);
}
static colliderEnter(node1, node2) {
let l1 = node1.offsetLeft;
let r1 = node1.offsetLeft + node1.offsetWidth;
let t1 = node1.offsetTop;
let b1 = node1.offsetTop + node1.offsetHeight;
let l2 = node2.offsetLeft;
let r2 = node2.offsetLeft + node2.offsetWidth;
let t2 = node2.offsetTop;
let b2 = node2.offsetTop + node2.offsetHeight;
if (l2 >= r1 || r2 <= l1 || t2 >= b1 || b2 <= t1) {
return false;
} else {
return true;
}
}
}
document.addEventListener("keydown", function (event) {
var playerDiv = document.getElementById("player");
var step = 10; // 控制移动的步长
var style = window.getComputedStyle(playerDiv);
var left = parseInt(style.left.replace("px", ""));
var top = parseInt(style.top.replace("px", ""));
switch (event.key) {
case "w":
case "ArrowUp":
playerDiv.style.top = (top - step) + "px";
break;
case "a":
case "ArrowLeft":
playerDiv.style.left = (left - step) + "px";
break;
case "s":
case "ArrowDown":
playerDiv.style.top = (top + step) + "px";
break;
case "d":
case "ArrowRight":
playerDiv.style.left = (left + step) + "px";
break;
}
});
var collider = document.querySelectorAll('[component~="collider"]');
// var collider = document.getElementsByClassName("collider")
//调用该函数
CollideSystem.update();
document.getElementById("player").onColliderEnter = function (collider) {
console.log("我是player,撞到我的人是" + collider.innerText)
}
document.getElementById("player").onCollider = function (collider) {
console.log("我是player,一直撞我的人是" + collider.innerText)
}
document.getElementById("player").onColliderExit = function (collider) {
console.log("我是player,不撞我的人是" + collider.innerText)
}
// const data = [
// { name: "John", age: 25 },
// { name: "Jane", age: 30 },
// { name: "Bob", age: 35 }
// ];
// const jsonData = JSON.stringify(data);
// const downloadLink = document.createElement("a");
// downloadLink.href = "data:text/json;charset=utf-8," + encodeURIComponent(jsonData);
// downloadLink.download = "data.json";
// downloadLink.click();