冉冉说
基本原则这是您可以做到的一种方法:你需要一个Game对象来处理更新逻辑,存储所有当前实体,处理游戏循环...... IMO,这是你应该跟踪最后一次发射的时间Ball以及是否发射新的。在这个演示中,这个对象还处理当前时间、增量时间和请求动画帧,但有些人可能会争辩说这个逻辑可以外部化,并且只需在每个帧上调用某种形式Game.update(deltaTime)。您需要为游戏中的所有实体使用不同的对象。我创建了一个Entity类,因为我想确保所有游戏实体都具有运行所需的最低要求(即更新、绘制、x、y...)。有一个Ball类extends Entity负责了解它自己的参数(速度,大小,......),如何更新和绘制自己,......我留下了一Paddle门课让你完成。归根结底,这完全是关注点分离的问题。谁应该知道谁的事?然后传递变量。至于你的另一个问题:我是否需要为每个球创建多个 requestAnimationFrame 循环?这绝对是可能的,但我认为有一个集中的地方来处理lastUpdate, deltaTime,lastBallCreated让事情变得简单得多。在实践中,开发者倾向于为此尝试使用单个动画帧循环。class Entity { constructor(x, y) { this.x = x this.y = y } update() { console.warn(`${this.constructor.name} needs an update() function`) } draw() { console.warn(`${this.constructor.name} needs a draw() function`) } isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) }}class Ball extends Entity { constructor(x, y) { super(x, y) this.speed = 100 // px per second this.size = 10 // radius in px } update(deltaTime) { this.y -= this.speed * deltaTime / 1000 // deltaTime is ms so we divide by 1000 } /** @param {CanvasRenderingContext2D} context */ draw(context) { context.beginPath() context.arc(this.x, this.y, this.size, 0, 2 * Math.PI) context.fill() } isDead() { return this.y < 0 - this.size }}class Paddle extends Entity { constructor() { super(0, 0) } update() { /**/ } draw() { /**/ } isDead() { return false }}class Game { /** @param {HTMLCanvasElement} canvas */ constructor(canvas) { this.entities = [] // contains all game entities (Balls, Paddles, ...) this.context = canvas.getContext('2d') this.newBallInterval = 1000 // ms between each ball this.lastBallCreated = 0 // timestamp of last time a ball was launched } start() { this.lastUpdate = performance.now() const paddle = new Paddle() this.entities.push(paddle) this.loop() } update() { // calculate time elapsed const newTime = performance.now() const deltaTime = newTime - this.lastUpdate // update every entity this.entities.forEach(entity => entity.update(deltaTime)) // other update logic (here, create new entities) if(this.lastBallCreated + this.newBallInterval < newTime) { const ball = new Ball(100, 300) // this is quick and dirty, you should put some more thought into `x` and `y` here this.entities.push(ball) this.lastBallCreated = newTime } // remember current time for next update this.lastUpdate = newTime } draw() { this.entities.forEach(entity => entity.draw(this.context)) } cleanup() { // to prevent memory leak, don't forget to cleanup dead entities this.entities.forEach(entity => { if(entity.isDead()) { const index = this.entities.indexOf(entity) this.entities.splice(index, 1) } }) } loop() { requestAnimationFrame(() => { this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height) this.update() this.draw() this.cleanup() this.loop() }) }}const canvas = document.querySelector('canvas')const game = new Game(canvas)game.start()<canvas height="300" width="300"></canvas>管理玩家输入现在假设您要将键盘输入添加到您的游戏中。在那种情况下,我实际上会创建一个单独的类,因为根据您要支持的“按钮”数量,它会很快变得非常复杂。所以首先,让我们画一个基本的桨,这样我们就可以看到发生了什么:class Paddle extends Entity { constructor() { // we just add a default initial x,y and height,width super(150, 20) this.width = 50 this.height = 10 } update() { /**/ } /** @param {CanvasRenderingContext2D} context */ draw(context) { // we just draw a simple rectangle centered on x,y context.beginPath() context.rect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height) context.fill() } isDead() { return false }}现在我们添加一个基本InputsManager类,您可以根据需要将其复杂化。仅针对两个键,处理keydown和keyup可以同时按下两个键的事实已经有几行代码,因此最好将事情分开,以免弄乱我们的Game对象。class InputsManager { constructor() { this.direction = 0 // this is the value we actually need in out Game object window.addEventListener('keydown', this.onKeydown.bind(this)) window.addEventListener('keyup', this.onKeyup.bind(this)) } onKeydown(event) { switch (event.key) { case 'ArrowLeft': this.direction = -1 break case 'ArrowRight': this.direction = 1 break } } onKeyup(event) { switch (event.key) { case 'ArrowLeft': if(this.direction === -1) // make sure the direction was set by this key before resetting it this.direction = 0 break case 'ArrowRight': this.direction = 1 if(this.direction === 1) // make sure the direction was set by this key before resetting it this.direction = 0 break } }}现在,我们可以更新我们的Game类来利用这个新的InputsManagerclass Game { // ... start() { // ... this.inputsManager = new InputsManager() this.loop() } update() { // update every entity const frameData = { deltaTime, inputs: this.inputsManager, } // we now pass more data to the update method so that entities that need to can also read from our InputsManager this.entities.forEach(entity => entity.update(frameData)) } // ...}update在更新实体方法的代码以实际使用 new 之后InputsManager,结果如下:class Entity { constructor(x, y) { this.x = x this.y = y } update() { console.warn(`${this.constructor.name} needs an update() function`) } draw() { console.warn(`${this.constructor.name} needs a draw() function`) } isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) }}class Ball extends Entity { constructor(x, y) { super(x, y) this.speed = 300 // px per second this.radius = 10 // radius in px } update({deltaTime}) { // Ball still only needs deltaTime to calculate its update this.y -= this.speed * deltaTime / 1000 // deltaTime is ms so we divide by 1000 } /** @param {CanvasRenderingContext2D} context */ draw(context) { context.beginPath() context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI) context.fill() } isDead() { return this.y < 0 - this.radius }}class Paddle extends Entity { constructor() { super(150, 50) this.speed = 200 this.width = 50 this.height = 10 } update({deltaTime, inputs}) { // Paddle needs to read both deltaTime and inputs this.x += this.speed * deltaTime / 1000 * inputs.direction } /** @param {CanvasRenderingContext2D} context */ draw(context) { context.beginPath() context.rect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height) context.fill() } isDead() { return false }}class InputsManager { constructor() { this.direction = 0 window.addEventListener('keydown', this.onKeydown.bind(this)) window.addEventListener('keyup', this.onKeyup.bind(this)) } onKeydown(event) { switch (event.key) { case 'ArrowLeft': this.direction = -1 break case 'ArrowRight': this.direction = 1 break } } onKeyup(event) { switch (event.key) { case 'ArrowLeft': if(this.direction === -1) this.direction = 0 break case 'ArrowRight': this.direction = 1 if(this.direction === 1) this.direction = 0 break } }}class Game { /** @param {HTMLCanvasElement} canvas */ constructor(canvas) { this.entities = [] // contains all game entities (Balls, Paddles, ...) this.context = canvas.getContext('2d') this.newBallInterval = 500 // ms between each ball this.lastBallCreated = -Infinity // timestamp of last time a ball was launched } start() { this.lastUpdate = performance.now() // we store the new Paddle in this.player so we can read from it later this.player = new Paddle() // but we still add it to the entities list so it gets updated like every other Entity this.entities.push(this.player) this.inputsManager = new InputsManager() this.loop() } update() { // calculate time elapsed const newTime = performance.now() const deltaTime = newTime - this.lastUpdate // update every entity const frameData = { deltaTime, inputs: this.inputsManager, } this.entities.forEach(entity => entity.update(frameData)) // other update logic (here, create new entities) if(this.lastBallCreated + this.newBallInterval < newTime) { // we can now read from this.player to the the position of where to fire a Ball const ball = new Ball(this.player.x, 300) this.entities.push(ball) this.lastBallCreated = newTime } // remember current time for next update this.lastUpdate = newTime } draw() { this.entities.forEach(entity => entity.draw(this.context)) } cleanup() { // to prevent memory leak, don't forget to cleanup dead entities this.entities.forEach(entity => { if(entity.isDead()) { const index = this.entities.indexOf(entity) this.entities.splice(index, 1) } }) } loop() { requestAnimationFrame(() => { this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height) this.update() this.draw() this.cleanup() this.loop() }) }}const canvas = document.querySelector('canvas')const game = new Game(canvas)game.start()<canvas height="300" width="300"></canvas><script src="script.js"></script>单击“运行代码片段”后,您必须单击 iframe 以使其聚焦,以便它可以侦听键盘输入(左箭头,右箭头)。x作为奖励,因为我们现在可以绘制和移动球拍,所以我添加了在与球拍相同的坐标处创建球的功能。您可以阅读我在上面的代码片段中留下的评论,以快速了解其工作原理。如何添加功能现在我想给你一个更一般的展望,告诉你如何处理你在这个例子上扩展时可能遇到的未来问题。我将以想要测试两个游戏对象之间的碰撞为例。你应该问问自己把逻辑放在哪里?所有游戏对象可以共享逻辑的地方在哪里?(创建信息)您需要在哪里了解碰撞?(获取信息)在这个例子中,所有游戏对象都是的子类,Entity所以对我来说,将代码放在那里是有意义的:class Entity { constructor(x, y) { this.collision = 'none' this.x = x this.y = y } update() { console.warn(`${this.constructor.name} needs an update() function`) } draw() { console.warn(`${this.constructor.name} needs a draw() function`) } isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) } static testCollision(a, b) { if(a.collision === 'none') { console.warn(`${a.constructor.name} needs a collision type`) return undefined } if(b.collision === 'none') { console.warn(`${b.constructor.name} needs a collision type`) return undefined } if(a.collision === 'circle' && b.collision === 'circle') { return Math.sqrt((a.x - b.x)**2 + (a.y - b.y)**2) < a.radius + b.radius } if(a.collision === 'circle' && b.collision === 'rect' || a.collision === 'rect' && b.collision === 'circle') { let circle = a.collision === 'circle' ? a : b let rect = a.collision === 'rect' ? a : b // this is a waaaaaay simplified collision that just works in this case (circle always comes from the bottom) const topOfBallIsAboveBottomOfRect = circle.y - circle.radius <= rect.y + rect.height / 2 const bottomOfBallIsBelowTopOfRect = circle.y + circle.radius >= rect.y - rect.height / 2 const ballIsRightOfRectLeftSide = circle.x + circle.radius >= rect.x - rect.width / 2 const ballIsLeftOfRectRightSide = circle.x - circle.radius <= rect.x + rect.width / 2 return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide } console.warn(`there is no collision function defined for a ${a.collision} and a ${b.collision}`) return undefined }}现在有很多种 2D 碰撞,所以代码有点冗长,但要点是:这是我在这里做出的设计决定。我可以成为通才和未来证明这一点,但它看起来像上面......我必须.collision向我的所有游戏对象添加一个属性,以便它们知道它们是否应该在上述算法中被视为 a'circle'或 ' 。rect'class Ball extends Entity { constructor(x, y) { super(x, y) this.collision = 'circle' } // ...}class Paddle extends Entity { constructor() { super(150, 50) this.collision = 'rect' } // ...}或者我可以极简主义,只添加我需要的东西,在这种情况下,将代码实际放入实体中可能更有意义Paddle:class Paddle extends Entity { testBallCollision(ball) { const topOfBallIsAboveBottomOfRect = ball.y - ball.radius <= this.y + this.height / 2 const bottomOfBallIsBelowTopOfRect = ball.y + ball.radius >= this.y - this.height / 2 const ballIsRightOfRectLeftSide = ball.x + ball.radius >= this.x - this.width / 2 const ballIsLeftOfRectRightSide = ball.x - ball.radius <= this.x + this.width / 2 return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide }}cleanup无论哪种方式,我现在都可以从循环函数Game(我选择放置删除死实体的逻辑的地方)访问碰撞信息。对于我的第一个通才解决方案,我会这样使用它:class Game { cleanup() { this.entities.forEach(entity => { // I'm passing this.player so all entities can test for collision with the player if(entity.isDead(this.player)) { const index = this.entities.indexOf(entity) this.entities.splice(index, 1) } }) }}class Ball extends Entity { isDead(player) { // this is the "out of bounds" test we already had const outOfBounds = this.y < 0 - this.radius // this is the new "collision with player paddle" const collidesWithPlayer = Entity.testCollision(player, this) return outOfBounds || collidesWithPlayer }}使用第二种极简主义方法,我仍然需要通过播放器进行测试:class Game { cleanup() { this.entities.forEach(entity => { // I'm passing this.player so all entities can test for collision with the player if(entity.isDead(this.player)) { const index = this.entities.indexOf(entity) this.entities.splice(index, 1) } }) }}class Ball extends Entity { isDead(player) { // this is the "out of bounds" test we already had const outOfBounds = this.y < 0 - this.radius // this is the new "collision with player paddle" const collidesWithPlayer = player.testBallCollision(this) return outOfBounds || collidesWithPlayer }}最后结果我希望你学到了一些东西。同时,这是这篇很长的回答帖子的最终结果:class Entity { constructor(x, y) { this.collision = 'none' this.x = x this.y = y } update() { console.warn(`${this.constructor.name} needs an update() function`) } draw() { console.warn(`${this.constructor.name} needs a draw() function`) } isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) } static testCollision(a, b) { if(a.collision === 'none') { console.warn(`${a.constructor.name} needs a collision type`) return undefined } if(b.collision === 'none') { console.warn(`${b.constructor.name} needs a collision type`) return undefined } if(a.collision === 'circle' && b.collision === 'circle') { return Math.sqrt((a.x - b.x)**2 + (a.y - b.y)**2) < a.radius + b.radius } if(a.collision === 'circle' && b.collision === 'rect' || a.collision === 'rect' && b.collision === 'circle') { let circle = a.collision === 'circle' ? a : b let rect = a.collision === 'rect' ? a : b // this is a waaaaaay simplified collision that just works in this case (circle always comes from the bottom) const topOfBallIsAboveBottomOfRect = circle.y - circle.radius <= rect.y + rect.height / 2 const bottomOfBallIsBelowTopOfRect = circle.y + circle.radius >= rect.y - rect.height / 2 const ballIsRightOfRectLeftSide = circle.x + circle.radius >= rect.x - rect.width / 2 const ballIsLeftOfRectRightSide = circle.x - circle.radius <= rect.x + rect.width / 2 return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide } console.warn(`there is no collision function defined for a ${a.collision} and a ${b.collision}`) return undefined }}class Ball extends Entity { constructor(x, y) { super(x, y) this.collision = 'circle' this.speed = 300 // px per second this.radius = 10 // radius in px } update({deltaTime}) { this.y -= this.speed * deltaTime / 1000 // deltaTime is ms so we divide by 1000 } /** @param {CanvasRenderingContext2D} context */ draw(context) { context.beginPath() context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI) context.fill() } isDead(player) { const outOfBounds = this.y < 0 - this.radius const collidesWithPlayer = Entity.testCollision(player, this) return outOfBounds || collidesWithPlayer }}class Paddle extends Entity { constructor() { super(150, 50) this.collision = 'rect' this.speed = 200 this.width = 50 this.height = 10 } update({deltaTime, inputs}) { this.x += this.speed * deltaTime / 1000 * inputs.direction } /** @param {CanvasRenderingContext2D} context */ draw(context) { context.beginPath() context.rect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height) context.fill() } isDead() { return false }}class InputsManager { constructor() { this.direction = 0 window.addEventListener('keydown', this.onKeydown.bind(this)) window.addEventListener('keyup', this.onKeyup.bind(this)) } onKeydown(event) { switch (event.key) { case 'ArrowLeft': this.direction = -1 break case 'ArrowRight': this.direction = 1 break } } onKeyup(event) { switch (event.key) { case 'ArrowLeft': if(this.direction === -1) this.direction = 0 break case 'ArrowRight': this.direction = 1 if(this.direction === 1) this.direction = 0 break } }}class Game { /** @param {HTMLCanvasElement} canvas */ constructor(canvas) { this.entities = [] // contains all game entities (Balls, Paddles, ...) this.context = canvas.getContext('2d') this.newBallInterval = 500 // ms between each ball this.lastBallCreated = -Infinity // timestamp of last time a ball was launched } start() { this.lastUpdate = performance.now() this.player = new Paddle() this.entities.push(this.player) this.inputsManager = new InputsManager() this.loop() } update() { // calculate time elapsed const newTime = performance.now() const deltaTime = newTime - this.lastUpdate // update every entity const frameData = { deltaTime, inputs: this.inputsManager, } this.entities.forEach(entity => entity.update(frameData)) // other update logic (here, create new entities) if(this.lastBallCreated + this.newBallInterval < newTime) { const ball = new Ball(this.player.x, 300) this.entities.push(ball) this.lastBallCreated = newTime } // remember current time for next update this.lastUpdate = newTime } draw() { this.entities.forEach(entity => entity.draw(this.context)) } cleanup() { // to prevent memory leak, don't forget to cleanup dead entities this.entities.forEach(entity => { if(entity.isDead(this.player)) { const index = this.entities.indexOf(entity) this.entities.splice(index, 1) } }) } loop() { requestAnimationFrame(() => { this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height) this.update() this.draw() this.cleanup() this.loop() }) }}const canvas = document.querySelector('canvas')const game = new Game(canvas)game.start()<canvas height="300" width="300"></canvas><script src="script.js"></script>单击“运行代码片段”后,您必须单击 iframe 以使其聚焦,以便它可以侦听键盘输入(左箭头,右箭头)。