// Declare all the variables for my game
var canvas = document.getElementById('myCanvas')
var ctx = canvas.getContext('2d')
var x = canvas.width / 2 // starting x positon of the ball
var y = canvas.height - 30 // starting y positon of the ball
var dx = 2
var dy = -2
var ballRadius = 10
var paddleHeight = 10
var paddleWidth = 75
var paddleX = (canvas.width - paddleWidth) / 2
var rightPressed = false
var leftPressed = false
var ballSpeed = 10
// make the ball bounce off the walls
// Defining the draw function and clear ball after every draw
// Make canvas draw ball
function drawBall () {
ctx.beginPath()
ctx.arc(x, y, ballRadius, 0, Math.PI * 2)
ctx.fillStyle = '#0095DD'
ctx.fill()
ctx.closePath()
}
// Make canvas draw the paddle
function drawPaddle () {
ctx.beginPath()
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight)
ctx.fillStyle = '0095DD'
ctx.fill()
ctx.closePath
}
// overall draw function
function draw () {
ctx.clearRect(0, 0, canvas.width, canvas.height)
drawBall()
drawPaddle()
// bounce off the side walls
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) { dx = -dx }
// change y-direction when ball hits paddle, side walls and top wall
if (y + dy < ballRadius) {
dy = -dy
} else if (y + dy > canvas.height - ballRadius) {
if (x > paddleX && x < paddleX + paddleWidth) {
clearInterval(timerRef)
ballSpeed -= 0.01
setInterval(draw, ballSpeed)
dy = -dy
} else {
alert('Game Over')
document.location.reload()
}
}
x += dx
y += dy
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7
} else if (leftPressed && paddleX > 0) {
paddleX -= 7
}
}
// To listen for whether user presses keyboard (keydown) or not
document.addEventListener('keydown', keyDownHandler, false)
document.addEventListener('keyup', keyUpHandler, false)
function keyDownHandler (e) {
if (e.keyCode === 39) {
rightPressed = true
} else if (e.keyCode === 37) {
leftPressed = true
}
}
function keyUpHandler (e) {
if (e.keyCode === 39) {
rightPressed = false
} else if (e.keyCode === 37) {
leftPressed = false
}
}
clearInterval(timerRef)
var timerRef = setInterval(draw, ballSpeed)
答案 0 :(得分:0)
1)您没有在clearInterval
中创建的新setInterval
上致电draw
,因为您实际上从未真正更新timerRef
。你最终会在一次碰撞后每帧调用一次draw
,然后在两次之后每帧调用两次,等等。
2)你的帧速率似乎取决于球的速度,我不完全理解,你的物理特性与你的帧速率直接相关。
P.S。我将在该教程中跳过并立即切换到requestAnimationFrame
。另外,我建议您阅读:http://gameprogrammingpatterns.com/game-loop.html