質問編集履歴
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# スマホで遊べるように、キーボードイベントをマウスオーバーイベントに変更しようと色々と試してみて、左右には動くように出来たのですが、ジャンプを追加すると動かなくなってしまいます。書き方を教えて下さい。よろしくお願いします。
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### <span>タグでボタンの代わりを用意して、onmouseoverで動かそうとしてます。
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#### Uncaught TypeError: Cannot read properties of null (reading 'addEventListener')
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#### Play_A.addEventListener("mouseover", () => {
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#### この部分にエラーが出ます。
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```HTML
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<div class="play_touch" ontouchstart="">
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<br><span id="Play_Left" onmouseover="
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<br><span id="Play_Left" onmouseover="" onmouseout=""></span>
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<br><span id="Play_Right" onmouseover="
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<br><span id="Play_Right" onmouseover="" onmouseout=""></span>
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<br><span id="play_B" onmouseover="" onmouseout=""
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<br><span id="play_B" onmouseover="" onmouseout=""></span>
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-
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<br><span id="Play_A" onmouseover="
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<br><span id="Play_A" onmouseover="" onmouseout=""></span>
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</div>
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```
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```JavaScript
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// キーボードが押された時に呼ばれる
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document.body.addEventListener("keydown", (event) => {
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if (event.key === "ArrowLeft") keyb.Left = true;
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if (event.key === "ArrowRight") keyb.Right = true;
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if (event.key === "z") keyb.BBUTTON = true;
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if (event.key === "x") keyb.ABUTTON = true;
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});
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});
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// キーボードが離された時に呼ばれる
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document.body.addEventListener("keyup", (event) => {
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if (event.key === "ArrowLeft") keyb.Left = false;
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if (event.key === "ArrowRight") keyb.Right = false;
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if (event.key === "z") keyb.BBUTTON = false;
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if (event.key === "x") keyb.ABUTTON = false;
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});
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});
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// マウスオーバーイベント
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const Play_A = document.getElementById("play_A");
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const Play_Left = document.getElementById("Play_Left");
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const Play_Right = document.getElementById("Play_Right");
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//keyb.ABUTTON、 ジャンプボタン、これが上手く出来ません。
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Play_A.addEventListener("mouseover", () => {
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keyb.ABUTTON = true;
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});
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});
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Play_A.addEventListener("mouseout", () => {
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keyb.ABUTTON = false;
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});
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});
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//keyb.Left、keyb.Right、 左右に動かせます。
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Play_Left.addEventListener("mouseover", () => {
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keyb.Left = true;
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});
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});
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Play_Left.addEventListener("mouseout", () => {
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keyb.Left = false;
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});
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});
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Play_Right.addEventListener("mouseover", () => {
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keyb.Right = true;
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});
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});
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Play_Right.addEventListener("mouseout", () => {
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keyb.Right = false;
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});
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});
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```
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```javaScript
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//
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// おじさんクラス
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//
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const ANIME_STAND = 1;
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const ANIME_WALK = 2;
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const ANIME_BRAKE = 4;
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const ANIME_JUMP = 8;
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const GRAVITY = 4;
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const MAX_SPEED = 32;
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class Ojisan {
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constructor(x, y) {
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this.x = x << 4;
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this.y = y << 4;
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this.vx = 0;
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this.vy = 0;
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this.anim = 0;
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this.snum = 0;
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this.acou = 0;
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this.dirc = 0;
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this.jump = 0;
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}
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// 床の判定
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checkFloor() {
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if (this.vy <= 0) return;
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let lx = (this.x + this.vx) >> 4;
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let ly = (this.y + this.vy) >> 4;
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if (field.isBlock(lx + 1, ly + 31) || field.isBlock(lx + 14, ly + 31)) {
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if (this.anim == ANIME_JUMP) this.anim = ANIME_WALK;
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this.jump = 0;
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this.vy = 0;
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this.y = ((((ly + 31) >> 4) << 4) - 32) << 4;
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}
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}
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// 天井の判定
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checkCeil() {
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if (this.vy >= 0) return;
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let lx = (this.x + this.vx) >> 4;
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let ly = (this.y + this.vy) >> 4;
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let bl;
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if ((bl = field.isBlock(lx + 8, ly + 5))) {
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this.jump = 15;
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this.vy = 0;
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blook.push(new Blook(bl, (lx + 8) >> 4, (ly + 5) >> 4));
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}
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}
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// 横の壁の判定
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checkWall() {
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let lx = (this.x + this.vx) >> 4;
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let ly = (this.y + this.vy) >> 4;
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// 右側のチェック
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if (
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field.isBlock(lx + 15, ly + 9) ||
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field.isBlock(lx + 15, ly + 15) ||
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field.isBlock(lx + 15, ly + 24)
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) {
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this.vx = 0;
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this.x -= 8;
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}
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// 左側のチェック
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else if (
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field.isBlock(lx, ly + 9) ||
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field.isBlock(lx, ly + 15) ||
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field.isBlock(lx, ly + 24)
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) {
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this.vx = 0;
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this.x += 8;
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}
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}
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//ジャンプ処理
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updateJump() {
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//ジャンプ
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if (keyb.ABUTTON) {
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if (this.jump == 0) {
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this.anim = ANIME_JUMP;
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this.jump = 1;
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}
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if (this.jump < 15) this.vy = -(64 - this.jump);
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}
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if (this.jump) this.jump++;
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}
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//横方向の移動
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updateWalkSub(dir) {
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//最高速まで加速
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if (dir == 0 && this.vx < MAX_SPEED) this.vx++;
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if (dir == 1 && this.vx > -MAX_SPEED) this.vx--;
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//ジャンプしてない時
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if (!this.jump) {
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//立ちポーズだった時はカウンタリセット
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if (this.anim == ANIME_STAND) this.acou = 0;
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//アニメを歩きアニメ
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this.anim = ANIME_WALK;
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//方向を設定
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this.dirc = dir;
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//逆方向の時はブレーキをかける
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if (dir == 0 && this.vx < 0) this.vx++;
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if (dir == 1 && this.vx > 0) this.vx--;
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//逆に強い加速の時はブレーキアニメ
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if ((dir == 1 && this.vx > 8) || (dir == 0 && this.vx < -8))
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this.anim = ANIME_BRAKE;
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}
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}
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//歩く処理
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updateWalk() {
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//横移動
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if (keyb.Left) {
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this.updateWalkSub(1);
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} else if (keyb.Right) {
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this.updateWalkSub(0);
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} else {
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if (!this.jump) {
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if (this.vx > 0) this.vx -= 1;
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if (this.vx < 0) this.vx += 1;
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if (!this.vx) this.anim = ANIME_STAND;
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}
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}
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}
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//スプライトを変える処理
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updateAnim() {
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//スプライトの決定
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switch (this.anim) {
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case ANIME_STAND:
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this.snum = 0;
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break;
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case ANIME_WALK:
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this.snum = 2 + ((this.acou / 6) % 3);
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break;
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case ANIME_JUMP:
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this.snum = 6;
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break;
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case ANIME_BRAKE:
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this.snum = 5;
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break;
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}
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//左向きの時は+48を使う
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if (this.dirc) this.snum += 48;
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}
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//毎フレーム毎の更新処理
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update() {
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//アニメ用のカウンタ
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this.acou++;
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if (Math.abs(this.vx) == MAX_SPEED) this.acou++;
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this.updateJump();
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this.updateWalk();
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this.updateAnim();
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//重力
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if (this.vy < 64) this.vy += GRAVITY;
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// 横の壁のチェック
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this.checkWall();
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// 床のチェック
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this.checkFloor();
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// 天井のチェック
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this.checkCeil();
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+
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238
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//実際に座標を変えてる
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this.x += this.vx;
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this.y += this.vy;
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241
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+
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242
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/*
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243
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//床にぶつかる
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if( this.y > 160<<4 )
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{
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246
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if(this.anim==ANIME_JUMP)this.anim=ANIME_WALK;
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this.jump = 0;
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248
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this.vy = 0;
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249
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this.y = 160<<4;
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250
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}
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251
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*/
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252
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}
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253
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+
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254
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//毎フレーム毎の描画処理
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255
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+
draw() {
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256
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+
let px = (this.x >> 4) - field.scx;
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257
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+
let py = (this.y >> 4) - field.scy;
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258
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drawSprite(this.snum, px, py);
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}
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260
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}
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261
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262
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```
|
2
訂正
test
CHANGED
File without changes
|
test
CHANGED
@@ -119,405 +119,3 @@
|
|
119
119
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});
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120
120
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121
121
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```
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122
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-
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123
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124
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-
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125
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```javaScript
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126
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-
|
127
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//
|
128
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-
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129
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-
// おじさんクラス
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130
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-
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131
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//
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132
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133
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134
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135
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const ANIME_STAND = 1;
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136
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137
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const ANIME_WALK = 2;
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138
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139
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const ANIME_BRAKE = 4;
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140
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141
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const ANIME_JUMP = 8;
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142
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143
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const GRAVITY = 4;
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144
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145
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const MAX_SPEED = 32;
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146
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147
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148
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149
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class Ojisan {
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150
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151
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constructor(x, y) {
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152
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-
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153
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this.x = x << 4;
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154
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155
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this.y = y << 4;
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156
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157
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this.vx = 0;
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158
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159
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this.vy = 0;
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160
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161
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this.anim = 0;
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this.snum = 0;
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165
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this.acou = 0;
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166
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167
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this.dirc = 0;
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168
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this.jump = 0;
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}
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173
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174
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175
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// 床の判定
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176
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-
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177
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-
checkFloor() {
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178
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179
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if (this.vy <= 0) return;
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180
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181
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let lx = (this.x + this.vx) >> 4;
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182
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183
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let ly = (this.y + this.vy) >> 4;
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184
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185
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186
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187
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if (field.isBlock(lx + 1, ly + 31) || field.isBlock(lx + 14, ly + 31)) {
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188
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189
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if (this.anim == ANIME_JUMP) this.anim = ANIME_WALK;
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190
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-
|
191
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this.jump = 0;
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192
|
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|
193
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-
this.vy = 0;
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194
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|
195
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-
this.y = ((((ly + 31) >> 4) << 4) - 32) << 4;
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196
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-
|
197
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}
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198
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199
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}
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201
|
-
|
202
|
-
|
203
|
-
// 天井の判定
|
204
|
-
|
205
|
-
checkCeil() {
|
206
|
-
|
207
|
-
if (this.vy >= 0) return;
|
208
|
-
|
209
|
-
|
210
|
-
|
211
|
-
let lx = (this.x + this.vx) >> 4;
|
212
|
-
|
213
|
-
let ly = (this.y + this.vy) >> 4;
|
214
|
-
|
215
|
-
|
216
|
-
|
217
|
-
let bl;
|
218
|
-
|
219
|
-
if ((bl = field.isBlock(lx + 8, ly + 5))) {
|
220
|
-
|
221
|
-
this.jump = 15;
|
222
|
-
|
223
|
-
this.vy = 0;
|
224
|
-
|
225
|
-
|
226
|
-
|
227
|
-
blook.push(new Blook(bl, (lx + 8) >> 4, (ly + 5) >> 4));
|
228
|
-
|
229
|
-
}
|
230
|
-
|
231
|
-
}
|
232
|
-
|
233
|
-
|
234
|
-
|
235
|
-
// 横の壁の判定
|
236
|
-
|
237
|
-
checkWall() {
|
238
|
-
|
239
|
-
let lx = (this.x + this.vx) >> 4;
|
240
|
-
|
241
|
-
let ly = (this.y + this.vy) >> 4;
|
242
|
-
|
243
|
-
|
244
|
-
|
245
|
-
// 右側のチェック
|
246
|
-
|
247
|
-
if (
|
248
|
-
|
249
|
-
field.isBlock(lx + 15, ly + 9) ||
|
250
|
-
|
251
|
-
field.isBlock(lx + 15, ly + 15) ||
|
252
|
-
|
253
|
-
field.isBlock(lx + 15, ly + 24)
|
254
|
-
|
255
|
-
) {
|
256
|
-
|
257
|
-
this.vx = 0;
|
258
|
-
|
259
|
-
this.x -= 8;
|
260
|
-
|
261
|
-
}
|
262
|
-
|
263
|
-
// 左側のチェック
|
264
|
-
|
265
|
-
else if (
|
266
|
-
|
267
|
-
field.isBlock(lx, ly + 9) ||
|
268
|
-
|
269
|
-
field.isBlock(lx, ly + 15) ||
|
270
|
-
|
271
|
-
field.isBlock(lx, ly + 24)
|
272
|
-
|
273
|
-
) {
|
274
|
-
|
275
|
-
this.vx = 0;
|
276
|
-
|
277
|
-
this.x += 8;
|
278
|
-
|
279
|
-
}
|
280
|
-
|
281
|
-
}
|
282
|
-
|
283
|
-
|
284
|
-
|
285
|
-
//ジャンプ処理
|
286
|
-
|
287
|
-
updateJump() {
|
288
|
-
|
289
|
-
//ジャンプ
|
290
|
-
|
291
|
-
if (keyb.ABUTTON) {
|
292
|
-
|
293
|
-
if (this.jump == 0) {
|
294
|
-
|
295
|
-
this.anim = ANIME_JUMP;
|
296
|
-
|
297
|
-
this.jump = 1;
|
298
|
-
|
299
|
-
}
|
300
|
-
|
301
|
-
if (this.jump < 15) this.vy = -(64 - this.jump);
|
302
|
-
|
303
|
-
}
|
304
|
-
|
305
|
-
if (this.jump) this.jump++;
|
306
|
-
|
307
|
-
}
|
308
|
-
|
309
|
-
|
310
|
-
|
311
|
-
//横方向の移動
|
312
|
-
|
313
|
-
updateWalkSub(dir) {
|
314
|
-
|
315
|
-
//最高速まで加速
|
316
|
-
|
317
|
-
if (dir == 0 && this.vx < MAX_SPEED) this.vx++;
|
318
|
-
|
319
|
-
if (dir == 1 && this.vx > -MAX_SPEED) this.vx--;
|
320
|
-
|
321
|
-
|
322
|
-
|
323
|
-
//ジャンプしてない時
|
324
|
-
|
325
|
-
if (!this.jump) {
|
326
|
-
|
327
|
-
//立ちポーズだった時はカウンタリセット
|
328
|
-
|
329
|
-
if (this.anim == ANIME_STAND) this.acou = 0;
|
330
|
-
|
331
|
-
//アニメを歩きアニメ
|
332
|
-
|
333
|
-
this.anim = ANIME_WALK;
|
334
|
-
|
335
|
-
//方向を設定
|
336
|
-
|
337
|
-
this.dirc = dir;
|
338
|
-
|
339
|
-
//逆方向の時はブレーキをかける
|
340
|
-
|
341
|
-
if (dir == 0 && this.vx < 0) this.vx++;
|
342
|
-
|
343
|
-
if (dir == 1 && this.vx > 0) this.vx--;
|
344
|
-
|
345
|
-
//逆に強い加速の時はブレーキアニメ
|
346
|
-
|
347
|
-
if ((dir == 1 && this.vx > 8) || (dir == 0 && this.vx < -8))
|
348
|
-
|
349
|
-
this.anim = ANIME_BRAKE;
|
350
|
-
|
351
|
-
}
|
352
|
-
|
353
|
-
}
|
354
|
-
|
355
|
-
|
356
|
-
|
357
|
-
//歩く処理
|
358
|
-
|
359
|
-
updateWalk() {
|
360
|
-
|
361
|
-
//横移動
|
362
|
-
|
363
|
-
if (keyb.Left) {
|
364
|
-
|
365
|
-
this.updateWalkSub(1);
|
366
|
-
|
367
|
-
} else if (keyb.Right) {
|
368
|
-
|
369
|
-
this.updateWalkSub(0);
|
370
|
-
|
371
|
-
} else {
|
372
|
-
|
373
|
-
if (!this.jump) {
|
374
|
-
|
375
|
-
if (this.vx > 0) this.vx -= 1;
|
376
|
-
|
377
|
-
if (this.vx < 0) this.vx += 1;
|
378
|
-
|
379
|
-
if (!this.vx) this.anim = ANIME_STAND;
|
380
|
-
|
381
|
-
}
|
382
|
-
|
383
|
-
}
|
384
|
-
|
385
|
-
}
|
386
|
-
|
387
|
-
|
388
|
-
|
389
|
-
//スプライトを変える処理
|
390
|
-
|
391
|
-
updateAnim() {
|
392
|
-
|
393
|
-
//スプライトの決定
|
394
|
-
|
395
|
-
switch (this.anim) {
|
396
|
-
|
397
|
-
case ANIME_STAND:
|
398
|
-
|
399
|
-
this.snum = 0;
|
400
|
-
|
401
|
-
break;
|
402
|
-
|
403
|
-
case ANIME_WALK:
|
404
|
-
|
405
|
-
this.snum = 2 + ((this.acou / 6) % 3);
|
406
|
-
|
407
|
-
break;
|
408
|
-
|
409
|
-
case ANIME_JUMP:
|
410
|
-
|
411
|
-
this.snum = 6;
|
412
|
-
|
413
|
-
break;
|
414
|
-
|
415
|
-
case ANIME_BRAKE:
|
416
|
-
|
417
|
-
this.snum = 5;
|
418
|
-
|
419
|
-
break;
|
420
|
-
|
421
|
-
}
|
422
|
-
|
423
|
-
//左向きの時は+48を使う
|
424
|
-
|
425
|
-
if (this.dirc) this.snum += 48;
|
426
|
-
|
427
|
-
}
|
428
|
-
|
429
|
-
|
430
|
-
|
431
|
-
//毎フレーム毎の更新処理
|
432
|
-
|
433
|
-
update() {
|
434
|
-
|
435
|
-
//アニメ用のカウンタ
|
436
|
-
|
437
|
-
this.acou++;
|
438
|
-
|
439
|
-
if (Math.abs(this.vx) == MAX_SPEED) this.acou++;
|
440
|
-
|
441
|
-
|
442
|
-
|
443
|
-
this.updateJump();
|
444
|
-
|
445
|
-
this.updateWalk();
|
446
|
-
|
447
|
-
this.updateAnim();
|
448
|
-
|
449
|
-
|
450
|
-
|
451
|
-
//重力
|
452
|
-
|
453
|
-
if (this.vy < 64) this.vy += GRAVITY;
|
454
|
-
|
455
|
-
|
456
|
-
|
457
|
-
// 横の壁のチェック
|
458
|
-
|
459
|
-
this.checkWall();
|
460
|
-
|
461
|
-
|
462
|
-
|
463
|
-
// 床のチェック
|
464
|
-
|
465
|
-
this.checkFloor();
|
466
|
-
|
467
|
-
|
468
|
-
|
469
|
-
// 天井のチェック
|
470
|
-
|
471
|
-
this.checkCeil();
|
472
|
-
|
473
|
-
|
474
|
-
|
475
|
-
//実際に座標を変えてる
|
476
|
-
|
477
|
-
this.x += this.vx;
|
478
|
-
|
479
|
-
this.y += this.vy;
|
480
|
-
|
481
|
-
|
482
|
-
|
483
|
-
/*
|
484
|
-
|
485
|
-
//床にぶつかる
|
486
|
-
|
487
|
-
if( this.y > 160<<4 )
|
488
|
-
|
489
|
-
{
|
490
|
-
|
491
|
-
if(this.anim==ANIME_JUMP)this.anim=ANIME_WALK;
|
492
|
-
|
493
|
-
this.jump = 0;
|
494
|
-
|
495
|
-
this.vy = 0;
|
496
|
-
|
497
|
-
this.y = 160<<4;
|
498
|
-
|
499
|
-
}
|
500
|
-
|
501
|
-
*/
|
502
|
-
|
503
|
-
}
|
504
|
-
|
505
|
-
|
506
|
-
|
507
|
-
//毎フレーム毎の描画処理
|
508
|
-
|
509
|
-
draw() {
|
510
|
-
|
511
|
-
let px = (this.x >> 4) - field.scx;
|
512
|
-
|
513
|
-
let py = (this.y >> 4) - field.scy;
|
514
|
-
|
515
|
-
drawSprite(this.snum, px, py);
|
516
|
-
|
517
|
-
}
|
518
|
-
|
519
|
-
}
|
520
|
-
|
521
|
-
|
522
|
-
|
523
|
-
```
|
1
エラー箇所の追加
test
CHANGED
File without changes
|
test
CHANGED
@@ -6,6 +6,14 @@
|
|
6
6
|
|
7
7
|
|
8
8
|
|
9
|
+
#### Uncaught TypeError: Cannot read properties of null (reading 'addEventListener')
|
10
|
+
|
11
|
+
#### Play_A.addEventListener("mouseover", () => {
|
12
|
+
|
13
|
+
#### この部分にエラーが出ます。
|
14
|
+
|
15
|
+
|
16
|
+
|
9
17
|
```HTML
|
10
18
|
|
11
19
|
<div class="play_touch" ontouchstart="">
|