本文整理匯總了TypeScript中app/asteroid-collection.AsteroidCollection類的典型用法代碼示例。如果您正苦於以下問題:TypeScript AsteroidCollection類的具體用法?TypeScript AsteroidCollection怎麽用?TypeScript AsteroidCollection使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。
在下文中一共展示了AsteroidCollection類的4個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。
示例1: main
(function main() {
'use strict';
// Game Globals
const GAME_STATE = { START: 'START', PLAY: 'PLAY', PAUSE: 'PAUSE', OVER: 'OVER' };
let canvasContext = document.getElementById('GameCanvas').getContext('2d');
let gameState = GAME_STATE.START;
let gameScore = 0;
let gameLives = 3;
let viewPort = {
width: 720,
height: 480
};
//region Game
let playerShip = new Ship({viewPort, lasers: new LaserCollection()});
let asteroids = new AsteroidCollection({viewPort: viewPort});
let controls = new Controls();
let game = new Game({init, update, draw});
game.start();
function init() {
window.setInterval(() => {
if (gameState === GAME_STATE.PLAY) {
asteroids.addAsteroid();
}
}, 140 - (viewPort.width / 100));
}
function update() {
if (gameState === GAME_STATE.PLAY) {
asteroids.update();
playerShip.update();
checkShipAndAsteroidCollision();
checkShipLaserAndAsteroidCollision();
} else {
return;
}
}
function draw() {
canvasContext.clearRect(0, 0, viewPort.width, viewPort.height);
drawScore();
drawLives();
if (gameState === GAME_STATE.START) {
drawStartScreen();
} else if (gameState === GAME_STATE.PLAY) {
playerShip.draw(canvasContext);
asteroids.draw(canvasContext);
} else if (gameState === GAME_STATE.PAUSE) {
console.log('Paused');
} else if (gameState === GAME_STATE.OVER) {
endGame();
} else {
drawStartScreen();
}
}
function checkShipAndAsteroidCollision() {
asteroids.list.forEach((asteroid, index) => {
if (CollisionDetection.check(playerShip, asteroid)) {
asteroids.list.splice(index, 1);
removeLife();
}
});
};
function checkShipLaserAndAsteroidCollision() {
playerShip.lasers.list.forEach((laser, laserIndex) => {
asteroids.list.forEach((asteroid, asteroidIndex) => {
if (CollisionDetection.check(laser, asteroid)) {
playerShip.lasers.list.splice(laserIndex, 1);
asteroids.list.splice(asteroidIndex, 1);
addScore();
}
});
});
};
//endregion
//region Key Game Controls
controls.on('left', () => {
if (gameState === GAME_STATE.PLAY) {
playerShip.moveLeft();
}
});
controls.on('right', () => {
if (gameState === GAME_STATE.PLAY) {
playerShip.moveRight();
}
});
controls.on('up', () => {
if (gameState === GAME_STATE.PLAY) {
playerShip.moveUp();
}
});
//.........這裏部分代碼省略.........
示例2: update
function update() {
if (gameState === GAME_STATE.PLAY) {
asteroids.update();
playerShip.update();
checkShipAndAsteroidCollision();
checkShipLaserAndAsteroidCollision();
} else {
return;
}
}
示例3: draw
function draw() {
canvasContext.clearRect(0, 0, viewPort.width, viewPort.height);
drawScore();
drawLives();
if (gameState === GAME_STATE.START) {
drawStartScreen();
} else if (gameState === GAME_STATE.PLAY) {
playerShip.draw(canvasContext);
asteroids.draw(canvasContext);
} else if (gameState === GAME_STATE.PAUSE) {
console.log('Paused');
} else if (gameState === GAME_STATE.OVER) {
endGame();
} else {
drawStartScreen();
}
}
示例4:
window.setInterval(() => {
if (gameState === GAME_STATE.PLAY) {
asteroids.addAsteroid();
}
}, 140 - (viewPort.width / 100));