Ich mache ein einfaches Spiel nur mit HTML, mehr oder weniger funktioniert es ... Meine Frage ist, ob ich ein einfaches Menü/mit "Klick zum Starten" oder etwas Ähnliches/mit einem Bild im Hintergrund machen kann und 1 Taste, um das Spiel zu starten. Und wenn ich es im selben Archiv machen kann. Danke.Wie kann ich ein einfaches Menü für mein Spiel mit HTML implementieren?
<canvas id="ctx" width="1024" height="800" style="border:3px solid #000000;"></canvas>
<script>
var Height = 800;
var Width = 1024;
var timeElapset = Date.now();
var ctx = document.getElementById("ctx").getContext("2d");
ctx.font = '30px Consolas';
var frameCount = 0;
var score = 0;
var player = {
x:50,
spdX:30,
y:40,
spdY:30,
name:'P',
hp:10,
width:20,
height:20,
color:'green',
};
var enemyList = {};
getDistance = function (Obj1,Obj2){
var vx = Obj1.x - Obj2.x;
var vy = Obj1.y - Obj2.y;
return Math.sqrt((vx*vx)+(vy*vy));
}
checkCollision = function (Obj1,Obj2){
var rect1 = {
x: Obj1.x - Obj1.width/2,
y: Obj1.y - Obj1.height/2,
height: Obj1.height,
width: Obj1.width,
}
var rect2 = {
x: Obj2.x - Obj2.width/2,
y: Obj2.y - Obj2.height/2,
height: Obj2.height,
width: Obj2.width,
}
return testCollisionRectRect(rect1,rect2); //true o false
}
Enemy = function (id,x,y,spdX,spdY,width,height){
var enemy = {
x:x,
spdX:spdX,
y:y,
spdY:spdY,
name:'E',
id:id,
width:width,
height:height,
color:'black',
};
enemyList[id] = enemy;
}
document.onmousemove = function(mouse){
var mouseX = mouse.clientX - document.getElementById('ctx').getBoundingClientRect().left;
var mouseY = mouse.clientY - document.getElementById('ctx').getBoundingClientRect().top;
if(mouseX < player.width/2)
mouseX = player.width/2;
if(mouseX > Width-player.width/2)
mouseX = Width - player.width/2;
if(mouseY < player.height/2)
mouseY = player.height/2;
if(mouseY > Height - player.height/2)
mouseY = Height - player.height/2;
player.x = mouseX;
player.y = mouseY;
}
updateEntity = function (Z){
updatePosition(Z);
drawPlayer(Z);
}
updatePosition = function(Z){
Z.x += Z.spdX;
Z.y += Z.spdY;
if(Z.x < 0 || Z.x > Width){
Z.spdX = -Z.spdX;
}
if(Z.y < 0 || Z.y > Height){
Z.spdY = -Z.spdY;
}
}
testCollisionRectRect = function(rect1,rect2){
return rect1.x <= rect2.x+rect2.width &&
rect2.x <= rect1.x+rect1.width &&
rect1.y <= rect2.y + rect2.height &&
rect2.y <= rect1.y + rect1.height;
}
drawPlayer = function(Z){
ctx.save();
ctx.fillStyle = Z.color;
ctx.fillRect(Z.x-Z.width/2,Z.y-Z.height/2,Z.width,Z.height);
ctx.restore();
}
update = function(){
ctx.clearRect(0,0,Width,Height);
frameCount++;
score++;
if(frameCount % 100 == 0)
randomGenerateEnemy();
for(var key in enemyList){
updateEntity(enemyList[key]);
var isColliding = checkCollision(player, enemyList[key]);
if(isColliding){
player.hp = player.hp -1;
}
}
if(player.hp <= 0){
var timeSurvived = Date.now() - timeElapset;
console.log("Has ganado Kappa, Tiempo vivo " + timeSurvived + " ms.");
ctx.fillText(" You Lose! ", Width/2, Height/2);
GameEngine();
}
drawPlayer(player);
ctx.fillText(player.hp + " Hp",20,30);
ctx.fillText('Puntuacion: ' + score/10,700,30);
}
GameEngine = function(){
player.hp = 13;
timeElapset = Date.now();
frameCount = 0;
score = 0;
enemyList = {};
randomGenerateEnemy();
randomGenerateEnemy();
randomGenerateEnemy();
randomGenerateEnemy();
}
randomGenerateEnemy = function(){
var x = Math.random()*Width;
var y = Math.random()*Height;
var height = 10 + Math.random()*70;
var width = 10 + Math.random()*70;
var id = Math.random();
var spdX = 5 + Math.random() * 5;
var spdY = 5 + Math.random() * 5;
Enemy(id,x,y,spdX,spdY,width,height);
}
GameEngine();
setInterval(update,30);
</script>
Das ist, was ich habe.
Das ... sehr beschreibend Code du hast dort. Wirklich hilft, das Problem zu lösen, yup. –
@NiettheDarkAbsol Sollte ich den ganzen Code dort setzen? Ich bin neu auf diese Entschuldigung – Kamelo10