На данный момент все, что я знаю наверняка, это установить глобальную переменную 'paused' в значение false. Добавление EventListener и обновление моей функции l oop, et c. где я не уверен в реализации, иначе игра «закончена» во что бы то ни стало!
var canvas = document.getElementById('canvas');
canvas.width = 1280;
canvas.height = 700;
var ctx = canvas.getContext('2d');
let obstacles = [];
var cancelMe = '';
let difficulty = 10;
let id;
let dis = 0;
let miles = 0;
let paused = false;
function getScore() {
let highScore = localStorage.getItem('highscore');
console.log('highscore is ', highScore);
document.getElementById('score').innerHTML = 'Highscore: ' + highScore + ' ft.';
}
getScore();
function saveScore(score) {
let highScore;
if (!isNaN(localStorage.getItem('highscore'))) {
highScore = localStorage.getItem('highscore');
} else {
highScore = 0;
}
console.log(highScore);
highScore = Math.max(score, highScore);
localStorage.setItem('highscore', highScore);
}
var img = new Image();
img.src = './images/background.jpg';
img.onload = function() {
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
};
var durianImg = new Image();
durianImg.src = './images/durian.png';
durianImg.onload;
var backgroundImage = {
img: img,
x: 0,
speed: -1.5,
move: function() {
backgroundImage.x += this.speed;
backgroundImage.x %= canvas.width;
sprite.distance += 0.2;
},
draw: function() {
ctx.drawImage(this.img, this.x, 0);
if (this.speed < 0) {
ctx.drawImage(this.img, this.x + canvas.width, 0);
} else {
ctx.drawImage(this.img, this.x - this.img.width, 0);
}
}
};
var timeFalling = 0;
function clamp(num, min, max) {
return num <= min ? min : num >= max ? max : num;
}
var sprite = {
name: 'Mr. Sprite',
x: 2,
y: 528,
distance: 0,
int: null,
moveLeft: function() {
sprite.x -= 30;
sprite.x = clamp(this.x, 0, 1280);
sprite.distance -= 30;
},
moveRight: function() {
sprite.x += 30;
sprite.x = clamp(this.x, 0, 1230);
sprite.distance += 30;
},
moveUp: function() {
if ((sprite.y = 528)) {
sprite.y -= 70;
this.beginFall();
}
},
beginFall: function() {
clearInterval(this.int);
timeFalling = 0;
this.int = setInterval(function() {
timeFalling = timeFalling + 1;
}, 10);
},
draw: function() {
spriteImg = new Image();
spriteImg.src = './images/sprite.png';
ctx.drawImage(spriteImg, sprite.x, sprite.y, 50, 60);
},
fall: function() {
if (this.y < 528) {
this.y += 9.8 * timeFalling / 150;
} else {
clearInterval(this.int);
this.y = 528;
}
}
};
class obstacle {
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
fall() {
if (this.y < 528) {
this.y++;
}
}
}
document.onkeydown = function(e) {
switch (e.keyCode) {
case 37:
case 65:
sprite.moveLeft();
console.log('left', sprite);
break;
case 38:
case 87:
case 32:
sprite.moveUp();
console.log('right', sprite);
break;
case 39:
case 68:
sprite.moveRight();
console.log('right', sprite);
break;
}
};
function checkCollision(obstacle) {
if (obstacle.y + 60 > sprite.y && obstacle.y < sprite.y + 60) {
if (obstacle.x + 50 < sprite.x + 50 && obstacle.x + 50 > sprite.x) {
console.log('Collision');
gameOver();
} else if (obstacle.x < sprite.x + 41 && obstacle.x > sprite.x) {
console.log('Collision');
gameOver();
}
}
}
function updateCanvas() {
backgroundImage.move();
ctx.clearRect(0, 0, canvas.width, canvas.height);
backgroundImage.draw();
dis++;
if (dis % 20 == 0) {
miles++;
}
ctx.fillStyle = '#606060';
ctx.fillText('Distance Traversed: ' + miles + ' ft.', 540, 40);
sprite.draw();
sprite.fall();
if (dis % 40 == 0) {
obstacles.push(randomObstacle());
}
for (let i = 0; i < obstacles.length; i++) {
obstacles[i].draw();
obstacles[i].fall();
checkCollision(obstacles[i]);
if (obstacles[i].y > 520) obstacles.splice(i, 1);
}
}
function startGame() {
difficulty = Number(document.querySelector('#diffSelect').value);
id = setInterval(updateCanvas, difficulty);
startGameButton.disabled = true;
init();
loop();
}
var startGameButton = document.getElementById('startGameButton');
startGameButton.onclick = startGame;
function restartGame() {
clearInterval(id);
obstacles = [];
var timeFalling = 0;
sprite.x = 2;
sprite.y = 528;
sprite.distance = 0;
sprite.int = null;
dis = 0;
miles = 0;
fallSpeed = 1.0005;
startGameButton.disabled = false;
ctx.fillStyle = 'white';
ctx.font = '18px serif';
ctx.clearRect(0, 0, canvas.width, canvas.height);
backgroundImage.draw();
audio.pause();
location.reload();
}
var retryGameButton = document.getElementById('retryGameButton');
retryGameButton.onlick = restartGame;
ctx.fillStyle = 'white';
ctx.font = '18px serif';
function randomObstacle() {
let x = Math.random() * canvas.width;
let y = 0;
return new Durian(x, y);
}
let fallSpeed = 1.0003;
setInterval(function() {
fallSpeed += 0.0008; // tweak this to change how quickly it increases in difficulty
// console.log(fallSpeed);
}, 8000); // timer at which it gets harder
class Durian {
constructor(x, y) {
this.x = x;
this.y = y;
}
draw() {
ctx.drawImage(durianImg, this.x, this.y, 50, 60);
}
fall() {
if (this.y < 528) this.y = (this.y + 1) ** fallSpeed;
this.x -= 1.5;
}
}
var hotbod = document.querySelector('body');
function doStuff() {
hotbod.className += ' animate';
}
window.onload = function() {
doStuff();
};
function gameOver() {
clearInterval(id);
ctx.fillStyle = '#606060';
ctx.font = '70px Anton';
ctx.fillText('GAME OVER', 430, 300);
console.log('save ', miles);
saveScore(miles);
audio.pause();
new Audio('sounds/game_over.wav').play();
}
function init() {
audio = document.getElementById('audio');
// add listener function to loop on end
audio.addEventListener('ended', loop, false);
// set animation on perpetual loop
setInterval(animate);
}
function loop() {
audio.play();
}
И для моего индекса. html, где отображаются кнопки:
<div id="menu">
<div class="custom-select instruct">
<select id="diffSelect">
<option value="6.5">Easy</option>
<option value="5.5">Medium</option>
<option value="4.5">Hard</option>
<option value="3">Extreme</option>
</select>
</div>
<input id="startGameButton" type="button" class="instruct" onclick="startGame()" value="Start" />
<input id="retryGameButton" type="button" class="instruct" onclick="restartGame()" value="Reset" />
<p class="disclaimer">DISCLAIMER: Once you wipe out, hit reset & change to a higher difficulty if you dare, then hit start to play again!</p>
</div>