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Triborg-3332019-08-15 16:46:11
JavaScript
Triborg-333, 2019-08-15 16:46:11

Hello, how to glue the shield to the ship. Game JavaScript?

Hello, how to glue the shield to the ship. game javascript?
5d5561e744b9d630482642.png
this.guard_ship = [];
this.guard_ship[0] = {x : x+23, y : y+23}
ship coordinates x - y
code :

let canvas, ctx, width, height;

requestAnimationFrame = requestAnimationFrame || mozRequestAnimationFrame;

function Game(){

    //Подключаемся к canvas.

    canvas = document.getElementById("canvas");

    //Подключаемся присваеваем context = canvas.

    ctx = canvas.getContext("2d");

    game();

    //Запускаем функцию - "Методы - this"
    
    this.methods();
}

//Images

const fon = new Image();
let ship_img = new Image();
let fish_img = new Image();
let fg = new Image();
let fire = new Image();
let mountain_left = new Image();
let mountain_right = new Image();
let ammo_img = new Image();
let bubble = new Image();
let fire_sprite = new Image();
let guard_img = new Image();

fon.src = "img/fon.jpg";
fg.src = "img/fg.png";
fire.src = "img/ammo.png";
mountain_left.src = "img/mountain.png";
mountain_right.src = "img/mountain-right.png";
bubble.src = "img/bubble.png";

//Audio

let ship_audio = new Audio();
ship_audio.src = "audio/ship/ship.mp3"

let fire_audio = new Audio();
fire_audio.src = "audio/ship/fire.mp3"

function game(){
    update();
    render();
    requestAnimationFrame(game);
}


function methods(ship, game_box, speed_ship){
    this.ship = []; // Массив корабля.
    this.ship[0] = {x : 0, y : 350} // Начальная позиция корабля.
    this.game_box = 150;
    this.speed_ship = 155;
    this.current = 0; // 
    this.time_push = 0; //Время добавления в массив.
    this.algae = [];  //Массив нижнего блока.
    this.algae.push({x : 0, y : 0, dx: 3.5, dy:0}) // Начальная позиция нижнего блока.
    this.x = 150,y = 150,velY = 0,velX = 0,speed = 3.5,friction = 0.98,thank_settings = [];
    this.thank_settings[0] = {x:0, y : 0}; // начальная позиция x - 0, y - 0.
    this.mountain = []; //Массив горы.
    this.mountain[0] = {x : 350, y : 450} //Начальная позиция правой горы.
    this.mountain_two = [];
    this.mountain_two[0] = {x : 1350, y : 450} //Начальная позиция левой горы.
  this.fish_enemy = []; //Массив рыбки.
  this.ammo = [];
  this.current_ship = 0;
  this.bubble_ship = [];
  this.fire_spr = [];
  this.fire_sp_speed = 100;
  this.current_fire = 0;
  this.guard_current = 0;
  this.guard_ship = [];
  this.guard_ship[0] = {x : x+23, y : y+23}
}

methods();

function update(){
  //Физика
    for(i in algae){
        algae[i].x--;

    }
   //Делаем повторение нижнего блока.
   
    if(algae[i].x == -120){
        algae.push({x : canvas.width + 50, y : 0, dx: 3.5, dy:0})
    }
    

    //Управление кораблём.

    if (thank_settings[38]) {
        if (velY > -speed) {
            velY--;
      ship_audio.play();
      ship_audio.currentTime = 0;
        }
    }
    
    if (thank_settings[40]) {
        if (velY < speed) {
            velY++;
      ship_audio.play();
      ship_audio.currentTime = 0;
        }
    }
    if (thank_settings[39]) {
        if (velX < speed) {
            velX++;
      ship_audio.play();
      ship_audio.currentTime = 0;
        }
    }
    if (thank_settings[37]) {
        if (velX > -speed) {
            velX--;
      ship_audio.play();
      ship_audio.currentTime = 0;
            
        }
    
    }

    velY *= friction;
    y += velY;
    velX *= friction;
    x += velX;

    if(x >= 900){
        x = 900;
    }else if(x <= 5){
        x = 5;
    }
    if(y >= 800){
        y = 800;
    }else if(y <= 5){
        y = 5;
    }
   //Делаем выстрел 

    time_push++;

  if(time_push%103==0){
         		fish_enemy.push({
            del:0,
          x : Math.floor(Math.random()* canvas.width + 2950 / 2), 
          y : Math.floor(Math.random()* 17 + 1)* 44,
          dx: Math.floor(Math.random()* 2+2),
          dy : 0
        })
    }
    
    for(i in ammo){
        //Делаем физику выстрела
        ammo[i].x=ammo[i].x+ammo[i].dx;
    }
  
  for(i in bubble_ship){
        //Делаем физику выстрела
        bubble_ship[i].x=bubble_ship[i].x-bubble_ship[i].dx;
    }
  for(i in mountain){
    
      if(mountain[i].x == 125){
         
        mountain.push({
        x : Math.random() * canvas.width + 975,
        y : 450
      })		   
        }
  }
  
  for(i in fish_enemy){
    
    fish_enemy[i].x=fish_enemy[i].x-fish_enemy[i].dx; //Движение рыбки
    
    for(o in ammo){
      //Проверяем столкновение - (патрона и рыбки)
      if(!fish_enemy[i])return;
      if(!ammo[i])return;
    if(Math.abs(fish_enemy[i].x+80-ammo[o].x-40)< 70 && Math.abs(fish_enemy[i].y+-ammo[o].y)< 50){
      
      if (fish_enemy[i].del==1) fish_enemy.splice(i,1);
      
      fish_enemy[i].del=1;
    }
     }

  }

    

}


let ship = setInterval(() => {
    this.current_ship = (this.current_ship + 1) % images.length
    ship_img.src = images[this.current_ship]

}, this.speed_ship);


let fish_interval =  setInterval(() => {
    this.current = (this.current + 1) % fish.length
    fish_img.src = fish[this.current]

}, this.speed_ship);

let ammo_interval =  setInterval(() => {
    this.current = (this.current + 1) % ammo_sprite.length
    ammo_img.src = ammo_sprite[this.current]

}, this.speed_ship);

let guard_interval =  setInterval(() => {
    this.guard_current = (this.guard_current + 1) % guard.length
    guard_img.src = guard[this.guard_current]

}, 33);


Game.prototype.methods = function(){
    
}

  document.body.addEventListener("keydown", function (e) {
    thank_settings[e.keyCode] = true;
});
  document.body.addEventListener("keyup", function (e) {
    thank_settings[e.keyCode] = false;
});

//Выстрел при нажатии на пробел.

document.onkeydown = function(e){
    if(e.keyCode == 32){
    //Выстрел
        ammo.push({
            x:x+129,
            y:y+73,
            dx:Math.random() * 2+2,
            dy:1.5,
      fire:fire_audio.play(),
      current:fire_audio.currentTime = 0
        });
    //Анимация пузырьков
    bubble_ship.push({
            x:x+129,
            y:y+73,
            dx:Math.random()* 2+2,
            dy:1.5,
      fire:fire_audio.play(),
      current:fire_audio.currentTime = 0
        })
    }
  
  
}

let s = 0;

function render(){

    ctx.drawImage(fon, 0, 0);

    for(i in mountain_two){
        ctx.drawImage(mountain_left, mountain_two[i].x, mountain_two[i].y, 950, 950);

        mountain_two[i].x--;

        if(mountain_two[i].x == 125){
            mountain_two.push({
                x : Math.random() * canvas.width + 1475,
                y : 450
            })
        }
    }
    for(i in mountain){
       ctx.drawImage(mountain_right, mountain[i].x, mountain[i].y, 750, 750);

       mountain[i].x--;
    }
     
     
    for(i in algae){
        ctx.drawImage(fg, algae[i].x, canvas.height - fg.height)
    }
  
  for(i in fish_enemy)ctx.drawImage(fish_img, fish_enemy[i].x, fish_enemy[i].y, 90, 90);
  
    for(i in thank_settings)ctx.drawImage(ship_img, x, y, 170, 100);
  

    for(i in ammo){
    ctx.drawImage(ammo_img, ammo[i].x, ammo[i].y, 50, 20);
    
  }
  
    
    for(i in bubble_ship){
    ctx.drawImage(bubble, bubble_ship[i].x, bubble_ship[i].y, 20, 20);
  }
  
    for(i in guard_ship){
    ctx.drawImage(guard_img, guard_ship[i].x, guard_ship[i].y);
  }
}

window.onload = function(){
    new Game("ctx");
}

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