问题
I'm trying to learn object oriented programming in javascript so I try to make a simple game. I would like to make a character that moves. There is the code in js:
function move(event)
{
var k=event.keyCode;
var chr = {
updown : function (){
var y=0;
if (k==38)
{--y;
}else if (k==40)
{++y;}
return y;
},
leftright : function (){
var x=0;
if (k==37)
{--x;
}else if (k==39)
{++x;}
return x;
}
};
chrId.style.top = (chr.updown())+"px";
chrId.style.left = (chr.leftright())+"px";
}
html:
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="jumpOPP.css">
<script src="jumpOPP.js"></script>
</head>
<body onkeydown="move(event)">
<img id="chrId" src="TrackingDot.png" >
</body>
</html>
and CSS:
#chrId {
position: relative;
top: 0px;
left: 0px;
}
When I press and hold up, down, left, right the dot moves only for a one place. How to make it moving whole time I' m holding some key. I have made it without var char to move. I used function move(event) and then a switch, cases 38, 37, 39 and 40 and then it change style.top but I can't make it in one object.
Is it possible to make a object chr = {objekt movement, life, power...} and then a object ground = {some code that stops the chr} and other interacting objects ? Can somebody recomend a good tutorial for that? :) Thank you
回答1:
Here working jsfiddle - http://jsfiddle.net/t5ya4j26/
You error in define local variables in scopes that always will equal to 0. So for fix that, you must get current left
and top
of element, not define x = 0
and y = 0
.
function move(event) {
var k = event.keyCode,
chrId = document.getElementById('test'),
chr = {
updown: function () {
var y = parseInt(getComputedStyle(chrId).top);
if (k == 38) {
--y;
} else if (k == 40) {
++y;
}
return y;
},
leftright: function () {
var x = parseInt(getComputedStyle(chrId).left);
if (k == 37) {
--x;
} else if (k == 39) {
++x;
}
return x;
}
};
chrId.style.top = (chr.updown()) + "px";
chrId.style.left = (chr.leftright()) + "px";
}
document.addEventListener('keydown', move);
回答2:
I would recommend that you use the <canvas>
element for stuff like this. But use window.setInterval(function, milliseconds)
to have it repeatedly run your 'move' function and then when a key is released, window.onkeyup
clear that interval.
clearInterval(intervalName);
This requires you to make a new event listener. Instead of having your event listener in body, use:
window.onkeydown = function(event) {
var k = event.which || event.keyCode; // This adds compatibilty across all browsers
// Code to be run
}
回答3:
I know that you are looking for the function in an object, but moving an element is really quick and easy with this, I just made this today for my beginners game:
var change = (parseInt(chrId.style.left.replace('%',''),10) + 3).toString() + "%"
chrId.style.left = change
The % signs can be replaced with 'px' if you are using pixel values to move, and the ' + 3 ' is how many pixels or percentage points you want your element to move per execution.
The same can be done for up by changing the 'left' to 'top'.
回答4:
My code might not be to your liking, but I'm just trying to demonstrate how I work around this problem, I am positively sure that there are hundreds of better ways, but this one seems to save me a lot of trouble for a lot of other stuff.
Hope I was able understand the question and help though, sorry if I couldn't :)
<!DOCTYPE html>
<html>
<head>
<meta charset = "utf-8">
<title> MOVEMENT </title>
</head>
<body>
<script type = "text/javascript">
//------------------------------------------------------------------------------
// VARIABLES are set here so they're GLOBAL (everything may access them)
//------------------------------------------------------------------------------
let lock_left = true
let lock_top = true
let lock_right = true
let lock_bottom = true
//------------------------------------------------------------------------------
let html; let htmls
let body; let bodys
let avatar; let avatars
//------------------------------------------------------------------------------
let avatar_x = 0
let avatar_y = 0
//------------------------------------------------------------------------------
// EVERY map will be an object, and every object needs a CREATE function that
// will happen only ONCE and an UPDATE function that will repeat itself
//------------------------------------------------------------------------------
const map_main =
{
create: function()
{
html = document.querySelector( "html" ); htmls = html.style
body = document.querySelector( "body" ); bodys = body.style
},
//--------------------------------------------------------------------------
update: function()
{
htmls.width = "100%"
htmls.height = "100%"
htmls.margin = "0"
bodys.width = "100%"
bodys.height = "100%"
bodys.margin = "0"
bodys.backgroundColor = "rgb( 120, 200, 80 )"
},
}
//------------------------------------------------------------------------------
const map_avatar =
{
create: function()
{
avatar = document.createElement( "div" ); avatars = avatar.style
body.appendChild( avatar )
},
//--------------------------------------------------------------------------
update: function()
{
avatars.width = "64px"
avatars.height = "64px"
avatars.backgroundColor = "rgb( 200, 80, 120 )"
avatars.position = "absolute"
avatars.top = avatar_y + "px"
avatars.left = avatar_x + "px"
},
}
//------------------------------------------------------------------------------
// BELOW are the 2 main gears of the engine
//------------------------------------------------------------------------------
// EVERY code that only needs to happen once is called here
const master_create = function()
{
map_main.create()
map_avatar.create()
}
//------------------------------------------------------------------------------
// EVERYTHING that needs constant updates is called here
const master_update = function()
{
map_main.update()
map_avatar.update()
movement()
window.requestAnimationFrame( master_update )
}
//------------------------------------------------------------------------------
// BELOW is showing how the keyboard affects the locks
//------------------------------------------------------------------------------
const press = function( pressed )
{
if( pressed.keyCode === 37 || pressed.keyCode === 69 ) lock_left = false
if( pressed.keyCode === 38 || pressed.keyCode === 82 ) lock_top = false
if( pressed.keyCode === 39 || pressed.keyCode === 70 ) lock_right = false
if( pressed.keyCode === 40 || pressed.keyCode === 68 ) lock_bottom = false
}
//------------------------------------------------------------------------------
const release = function( released )
{
if( released.keyCode === 37 || released.keyCode === 69 ) lock_left = true
if( released.keyCode === 38 || released.keyCode === 82 ) lock_top = true
if( released.keyCode === 39 || released.keyCode === 70 ) lock_right = true
if( released.keyCode === 40 || released.keyCode === 68 ) lock_bottom = true
}
//------------------------------------------------------------------------------
// BELOW will check the LOCKS and use them to change AVATAR_X and AVATAR_Y
//------------------------------------------------------------------------------
const movement = function()
{
if( lock_left === false ) avatar_x -= 10
if( lock_top === false ) avatar_y -= 10
if( lock_right === false ) avatar_x += 10
if( lock_bottom === false ) avatar_y += 10
}
//------------------------------------------------------------------------------
// BELOW we call the 2 gears and everything will work
//------------------------------------------------------------------------------
master_create() // will be called only ONCE
master_update() // will repeat forever due to "window.requestAnimationFrame()"
//------------------------------------------------------------------------------
// LISTENERS should go after the engine starts rolling
//------------------------------------------------------------------------------
body.addEventListener( "keydown", press, false )
body.addEventListener( "keyup", release, false )
//------------------------------------------------------------------------------
</script>
</body>
</html>
来源:https://stackoverflow.com/questions/25352760/how-to-make-object-move-in-js