Menu
×
   ❮     
HTML CSS JAVASCRIPT SQL PYTHON JAVA PHP HOW TO W3.CSS C C++ C# BOOTSTRAP REACT MYSQL JQUERY EXCEL XML DJANGO NUMPY PANDAS NODEJS R TYPESCRIPT ANGULAR GIT POSTGRESQL MONGODB ASP AI GO KOTLIN SASS VUE DSA GEN AI SCIPY AWS CYBERSECURITY DATA SCIENCE
     ❯   

游戏得分


按下按钮移动红色方块








统计得分

有很多方法可以记录游戏得分,我们将向您展示如何在画布上显示得分。

首先创建得分组件

示例

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();
}

在画布元素上写入文本的语法与绘制矩形不同。因此,我们必须使用一个额外的参数调用组件构造函数,告诉构造函数该组件是“文本”类型。

在组件构造函数中,我们测试组件是否为“文本”类型,并使用 fillText 方法而不是 fillRect 方法

示例

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 updateGameArea 函数中添加一些代码,将得分写入画布。我们使用 frameNo 属性来统计得分

示例

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();
}
自己尝试 »

×

Contact Sales

If you want to use W3Schools services as an educational institution, team or enterprise, send us an e-mail:
[email protected]

Report Error

If you want to report an error, or if you want to make a suggestion, send us an e-mail:
[email protected]

W3Schools is optimized for learning and training. Examples might be simplified to improve reading and learning. Tutorials, references, and examples are constantly reviewed to avoid errors, but we cannot warrant full correctness of all content. While using W3Schools, you agree to have read and accepted our terms of use, cookie and privacy policy.

Copyright 1999-2024 by Refsnes Data. All Rights Reserved. W3Schools is Powered by W3.CSS.