Я пытаюсь сделать два квадрата бок о бок, один из которых выбирает случайное местоположение, а другой - с фиксированным местоположением. Я делаю это, создавая две компонентные функции, каждая из которых имеет разные свойства. Однако всякий раз, когда я пытаюсь добавить функцию component2, появляется ошибка, указывающая на неожиданный конец ввода в самом конце моего кода. Это мешает мне запустить код. Что я могу сделать, чтобы исправить это?
<html>
<head>
</head>
<body>
<p> Click Start Game to play </p>
<div id="start">Start Game</div>
<div id="hi">Hi</div>
<script>
function component(width, height, color, x, y, type) {
this.type = type;
if (type == "image"){
this.image = new Image();
this.image.src = color;
}
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.color=color;
this.update = function() {
random = Math.floor((Math.random()*200) + 1);
random2 = Math.floor((Math.random()*200) + 1);
function getRandomColor() {
var letters = '0123456789ABCDEF';
var color = '#';
for (var i = 0; i < 6; i++ ) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
randcolor=getRandomColor();
ctx = myGameArea.context;
if (this.type == "image"){
ctx.drawImage(this.image, random, random2, random,random2);
} else {
ctx.fillStyle = randcolor;
ctx.fillRect(random, random2, 50, 50);
}
this.x=random;
this.y=random2;
this.width=50;
this.height=50;
this.color=randcolor;
}
}
function component2(width, height, color, x, y, type) {
this.type = type;
if (type == "image"){
this.image = new Image();
this.image.src = color;
}
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "image"){
ctx.drawImage(this.image,this.x, this.y, this.width,this.height);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.x = this.x + this.speedX;
this.y = this.y + this.speedY;
//removed hitting rock bottom because the background and other pieces will be off screen.
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
board =1;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
function startGame() {
random = Math.floor((Math.random()*100) + 1);
random2 = Math.floor((Math.random()*100) + 1);
square = new component(50, 50, "green", random, random2);
myGamePiece = new component(30, 40, "greenhorn.gif", 220, 120,"image");
myGameArea.start();
return square
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 450;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 1000);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function updateGameArea() {
myGameArea.clear();
square.update();
}
document.getElementById("start").addEventListener('click', startGame);
</script>
</body>
</html>
Вам понадобится дополнительная закрывающая фигурная скобка после
return crash;
}
} // this is missing
function component(width, height, color, x, y, type) {
this.type = type;
if (type == "image") {
this.image = new Image();
this.image.src = color;
}
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.color = color;
this.update = function () {
random = Math.floor((Math.random() * 200) + 1);
random2 = Math.floor((Math.random() * 200) + 1);
function getRandomColor() {
var letters = '0123456789ABCDEF';
var color = '#';
for (var i = 0; i < 6; i++) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
randcolor = getRandomColor();
ctx = myGameArea.context;
if (this.type == "image") {
ctx.drawImage(this.image, random, random2, random, random2);
} else {
ctx.fillStyle = randcolor;
ctx.fillRect(random, random2, 50, 50);
}
this.x = random;
this.y = random2;
this.width = 50;
this.height = 50;
this.color = randcolor;
}
}
function component2(width, height, color, x, y, type) {
this.type = type;
if (type == "image") {
this.image = new Image();
this.image.src = color;
}
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function () {
ctx = myGameArea.context;
if (this.type == "image") {
ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function () {
this.x = this.x + this.speedX;
this.y = this.y + this.speedY;
//removed hitting rock bottom because the background and other pieces will be off screen.
}
this.hitBottom = function () {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
board = 1;
}
}
this.crashWith = function (otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function startGame() {
random = Math.floor((Math.random() * 100) + 1);
random2 = Math.floor((Math.random() * 100) + 1);
square = new component(50, 50, "green", random, random2);
myGamePiece = new component(30, 40, "greenhorn.gif", 220, 120, "image");
myGameArea.start();
return square
}
var myGameArea = {
canvas: document.createElement("canvas"),
start: function () {
this.canvas.width = 450;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 1000);
},
clear: function () {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function updateGameArea() {
myGameArea.clear();
square.update();
}
document.getElementById("start").addEventListener('click', startGame);
<p>Click Start Game to play</p>
<div id="start">Start Game</div>
<div id="hi">Hi</div>
component2
? Кстати, вам нужно объявить некоторые переменные, и вам нужны некоторые публичные переменные, такие какsquare
, потому что обратный вызов для события ничего не возвращает.