Kinetic.js进行.move()时获取形状的位置

问题描述 投票:0回答:1

我当时正在研究一个小的HTML5游戏,一个使用Kinetic.js的简单游戏,我以前从未使用过。我对HTML5 Canvas场景也很陌生。运行我的代码,以便当我按向右箭头键时,我在屏幕上移动了一小片太空飞船。所有其他按钮也以相同的方式工作,向上移动将其向上移动,向下移动将其向下移动,向下和向左按下则同时沿对角线向下移动等等。我遇到了一个我想绕过障碍的问题,但是我设置代码的方式(使用.move()函数,下面将其包括在内)我无法获得我的飞船坐标它会移动,只能在按下该键时向右移动,或者在释放后立即移动。有没有一种方法可以让我的代码运行,以便可以交叉引用它的坐标以及前面可能存在的任何障碍。

[这是我移动船的功能。 'rect'变量是飞船。

var velocity = 200;
//Move Animations

//Move Right Animations
var animRight = new Kinetic.Animation(function(frame) {
      var dist = velocity * (frame.timeDiff / 1000);
      rect.move(dist, 0);
}, layer);

//Move Left Animations
var animLeft = new Kinetic.Animation(function(frame) {
      var dist = velocity * (frame.timeDiff / 1000);
      rect.move(-dist, 0);
}, layer);

//Move Up Animations
var animUp = new Kinetic.Animation(function(frame) {
      var dist = velocity * (frame.timeDiff / 1000);
      rect.move(0, -dist);
}, layer);

//Move Down Animations
var animDown = new Kinetic.Animation(function(frame) {
      var dist = velocity* (frame.timeDiff / 1000);
      rect.move(0,dist);
}, layer);


    //Key Listening Events

//Move Up Control
window.addEventListener('keypress', function(e) {
    e.preventDefault();
    if(e.keyCode==38) {
        animUp.start();
    }
});
window.addEventListener('keyup', function(e) {
    e.preventDefault();
    if(e.keyCode==38) {
        animUp.stop();
    }
});

//Move Right
window.addEventListener('keydown', function(e) {
    e.preventDefault();
    if(e.keyCode==39) {
        animRight.start();
        rect.setAnimation('accl');

    }
});
window.addEventListener('keyup', function(e) {
    e.preventDefault();
    if(e.keyCode==39) {
        animRight.stop();
        rect.setAnimation('idle');

    }
});

//Move Left
window.addEventListener('keydown', function(e) {
    e.preventDefault();
    if(e.keyCode==37) {
        animLeft.start();
    }
});
window.addEventListener('keyup', function(e) {
    e.preventDefault();
    if(e.keyCode==37) {
        animLeft.stop();
    }
});

//Move Up
window.addEventListener('keydown', function(e) {
    e.preventDefault();
    if(e.keyCode==38) {
        animUp.start();
    }
});
window.addEventListener('keyup', function(e) {
    if(e.keyCode==38) {
        e.preventDefault();
        animUp.stop();
    }
});

//Move Left
window.addEventListener('keydown', function(e) {
    e.preventDefault();
    if(e.keyCode==40) {
        animDown.start();
    }
});
window.addEventListener('keyup', function(e) {
    e.preventDefault();
    if(e.keyCode==40) {
        animDown.stop();
    }
});
javascript html canvas dom-events kineticjs
1个回答
1
投票

检查动画循环内是否有碰撞。

//Move Right Animations

var animRight = new Kinetic.Animation(function(frame) {
      rect.move(1, 0);
      if(rect.getX()+rect.getWidth()>stage.getWidth()){animRight.stop();}      
}, layer);

这里是代码和小提琴:http://jsfiddle.net/m1erickson/3CdBb/

<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Prototype</title>
    <script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
    <script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.2.min.js"></script>

<style>
body{padding:20px;}
#container{
  border:solid 1px #ccc;
  margin-top: 10px;
  width:350px;
  height:350px;
}
</style>        
<script>
$(function(){

    var stage = new Kinetic.Stage({
        container: 'container',
        width: 350,
        height: 350
    });
    var layer = new Kinetic.Layer();
    stage.add(layer);


    var rect = new Kinetic.Rect({
        x:100,
        y:100,
        width: 100,
        height:100,
        fill: 'red',
        stroke: 'black',
        strokeWidth: 1,
        draggable: true
    });
    layer.add(rect);
    layer.draw();


    //Move Right Animations
    var animRight = new Kinetic.Animation(function(frame) {
          rect.move(1, 0);
          if(rect.getX()+rect.getWidth()>stage.getWidth()){animRight.stop();}      
    }, layer);


    animRight.start();


}); // end $(function(){});

</script>       
</head>

<body>
    <div id="container"></div>
</body>
</html>
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