FORK ME

console 命令行工具 X clear

                    
>
console
//X,Y是方块的中心点
var playerX=40;
var playerY=40;

var playSpeed=15;
var playerMoveSpeed=7;

var jumpProcess;
var moveProcess;

var canvas = document.getElementById("player");
var ctx=canvas.getContext("2d");
ctx.fillStyle="#2196f3";

var vt=1500
var v0=1500
var g=4000
var s=0
var t=playSpeed/1000;
var angle=0;




var isJumping = false;
var isWin=false;

//////////////////初始变量///////////////

//画出障碍物
function drawObstacle(position,height){
canvas1 =  document.getElementById("background");
ctx1=canvas1.getContext("2d");
ctx1.fillStyle="#9b59b6";
ctx1.fillRect(100*position,500-height,100,height);
//位置position,竖直位置,宽度100,高度height
}
function createObstacles(){
drawObstacle(0,1)

drawObstacle(2,1)

drawObstacle(4,1)
drawObstacle(5,230)	//500,160 左侧左边,高度
drawObstacle(8,2) 

}

//////////////////上面是背景CANVAS相关////



//绘制方块的函数
function drawObj(playerY,angle){

ctx.save();
ctx.translate(playerX, 460-playerY)
ctx.rotate(angle*360/642.5* Math.PI/360)	
playerX+=playerMoveSpeed;
ctx.fillRect(-40,-40,80,80);
ctx.restore();
}


//清除canvas方块图形
function clearPlayer(){
ctx.clearRect(0,0,1200,500); 
	
	//失败&胜利条件
	if(playerX>=canvas.width-40){
	ctx.font = "40px Georgia";
	ctx.fillStyle = "red";
	ctx.fillText("YOU WIN !!!", 500, 150);
	isWin=true;
	if(jumpProcess!=null) clearInterval(jumpProcess)
	if(moveProcess!=null) clearInterval(moveProcess)
	}

	else if(playerX>=460 && playerX<=640 && playerY<=230){
	isWin=true;
	
	reset()
	}
	else{
	
	}
}



//跳跃
function jump(){
if(!isJumping){
isJumping = true;
if(moveProcess!=null) clearInterval(moveProcess)
jumpProcess = setInterval(jumpUp,playSpeed)
}
}


function jumpUp(){
		if(v0>0){
		clearPlayer();
		s=v0*t-0.5*g*t*t
		v0=v0-g*t
		playerY+=s
		
		drawObj(playerY,playerY)
		
		}
		else{
		clearInterval(jumpProcess)
		jumpProcess = setInterval(jumpDown,playSpeed)
		}
}

function jumpDown(){
		if(v0<vt){
		clearPlayer();
		s=v0*t+0.5*g*t*t
		v0=v0+g*t
		//先操作坐标,再绘图;先绘图再操作坐标;区别是:后操作有一个延迟,会在RESET后对X,Y产生影响。不知道为什么。
	
		drawObj(playerY,angle)
		playerY-=s;
		angle += s
		}
		else{
		clearInterval(jumpProcess)
		isJumping = false;
		playerY=40
		angle=0
		moveProcess = setInterval(move,playSpeed)
		}
}





//移动
function move(){

clearPlayer()
ctx.fillRect(playerX-40,420,80,80);
playerX+=playerMoveSpeed;
}

//重置
function reset(){
if(jumpProcess!=null) clearInterval(jumpProcess)
if(moveProcess!=null) clearInterval(moveProcess)

playerY=40
playerX=40
v0=vt
moveProcess = setInterval(move,playSpeed)
isWin=false;
isJumping = false;
}







//入口
function main(){
drawObj(0,true)
createObstacles()
moveProcess = setInterval(move,playSpeed)
addEventListener("keydown", function(e) {
if(!isWin){
clearInterval(moveProcess)
jump();
}
else{

}

}, false);


}




//初始化
main();
<canvas id="player" width="1200" height="500" style="left:100px;position:absolute;border:1px solid #4caf50;z-index:421;"></canvas>
<canvas id="background" width="1200" height="500" style="left:100px;position:absolute;border:1px solid #4caf50;z-index:331;"></canvas>
body {TEXT-ALIGN: center;margin:0;padding:0}
canvas {
margin-left: auto;
margin-right: auto;