本周末试图制作我的第一场比赛。我终于让我的矩形与我的地图同时出现了。我的矩形可以移动!但是当我单击按钮移动它时,地图就会消失。这是我需要制作某种游戏循环的地方,以便在每次点击按钮时更新地图或在其上设置计时器吗?或者我还有其他一些错误?谢谢大家!
var canvas = <HTMLCanvasElement>document.getElementById('myCanvas');
var context = canvas.getContext("2d");
var img = new Image();
img.onload = function () {
context.drawImage(img, 0, 0);
}
img.src = "";
var mapArray =
["############################",
"# # # o ##",
"# #",
"# #### ##### ## #",
"## # # ## #",
"### ## # #",
"# ### # #",
"# #### ### #",
"# ## # o #",
"# o # # o ### ### #",
"# # # #",
"############################"];
//need to add wall.scource = and grass.source =
var wall = new Image();
var grass = new Image();
grass.src = "http://vignette2.wikia.nocookie.net/tibia/images/6/60/Grass_(Tile).gif/revision/latest?cb=20080817072800&path-prefix=en";
wall.src = "data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBwgHBgkIBwgKCgkLDRYPDQwMDRsUFRAWIB0iIiAdHx8kKDQsJCYxJyofLT0tMSw3QTo6LC87RD84Nzc5OjcBCgoKBQUFDgUFDisZExkrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrK//AABEIACAAIAMBIgACEQEDEQH/xAAYAAADAQEAAAAAAAAAAAAAAAACAwQFAP/EACkQAAEDAwIDCQEAAAAAAAAAAAECAxEABCESEyMxURQyM0Fhc4GT0QX/xAAUAQEAAAAAAAAAAAAAAAAAAAAA/8QAFBEBAAAAAAAAAAAAAAAAAAAAAP/aAAwDAQACEQMRAD8Au/oXDzT2ltZSJxAHKp27242yC5nPxQ3Qm5dVqzOMelI7vNMdYoKm718Jw4c85ApN5cXIbWvdUTtk48qBKkGcgEdaFRT2e4AIPCVQaF+1tvuawAVEQKlVBM8ulHfPoXeunfaKQqJ1ilrW0UnjNfYP2gVoCoURIpdwhoMuhKTG2ZNODiJI3miPcFddvMm1cSHGvDIEKBJoP//Z";
var posX = 0;
var posY = 0;
//for loops set images at given coordinates according to position on mapArray
for (var y = 0; y < mapArray.length; y++) {
for (var x = 0; x < mapArray[0].length; x++) {
if (mapArray[y][x] == "") {
context.drawImage(grass, (32 * x), (32 * y), 32, 32)//last two are size of image )
}
if (mapArray[y][x] == "#") {
context.drawImage(wall, (32 * x), (32 * y), 32, 32)//last two are size of image )
}
}
}
context.rect(posX, posY, 32, 32)
context.stroke();//traces path, might not need this
//moves character
function move(e) {//next five lines are newly added. Final line of function is drawimage function that is new as well
var ctx = canvas.getContext('2d');// create backing canvas
var backCanvas = document.createElement('canvas');
backCanvas.width = canvas.width;
backCanvas.height = canvas.height;
var backCtx = backCanvas.getContext('2d');
//alert(e.keyCode);//gives feedback to what each keyCode is
if (e.keyCode == 39) {
posX += 5;
}
if (e.keyCode == 37) {
posX -= 5;
}
if (e.keyCode == 40) {
posY += 5;
}
if (e.keyCode == 38) {
posY -= 5;
}
canvas.width = canvas.width;//clears the board after each move
context.rect(posX, posY, 32, 32)
context.stroke();
ctx.drawImage(backCanvas, 0, 0);
}
document.onkeydown = move;
答案 0 :(得分:1)
是的,您的canvas.width = canvas.width;
将清除画布,移动后您最终只能使用rect
。也可以在移动函数中执行所有渲染代码,或者为地图创建一个备份画布,以便您可以在移动函数的顶部有效地渲染它,而无需每次都单步执行mapArray
。在这里,他们使用备用画布:html5: copy a canvas to image and back
基于备份画布理念的代码:
var canvas = <HTMLCanvasElement>document.getElementById('myCanvas');
var context = canvas.getContext("2d");
var img = new Image();
img.onload = function () {
context.drawImage(img, 0, 0);
}
img.src = "";
var mapArray =
["############################",
"# # # o ##",
"# #",
"# #### ##### ## #",
"## # # ## #",
"### ## # #",
"# ### # #",
"# #### ### #",
"# ## # o #",
"# o # # o ### ### #",
"# # # #",
"############################"];
//need to add wall.scource = and grass.source =
var wall = new Image();
var grass = new Image();
grass.src = "http://vignette2.wikia.nocookie.net/tibia/images/6/60/Grass_(Tile).gif/revision/latest?cb=20080817072800&path-prefix=en";
wall.src = "data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBwgHBgkIBwgKCgkLDRYPDQwMDRsUFRAWIB0iIiAdHx8kKDQsJCYxJyofLT0tMSw3QTo6LC87RD84Nzc5OjcBCgoKBQUFDgUFDisZExkrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrK//AABEIACAAIAMBIgACEQEDEQH/xAAYAAADAQEAAAAAAAAAAAAAAAACAwQFAP/EACkQAAEDAwIDCQEAAAAAAAAAAAECAxEABCESEyMxURQyM0Fhc4GT0QX/xAAUAQEAAAAAAAAAAAAAAAAAAAAA/8QAFBEBAAAAAAAAAAAAAAAAAAAAAP/aAAwDAQACEQMRAD8Au/oXDzT2ltZSJxAHKp27242yC5nPxQ3Qm5dVqzOMelI7vNMdYoKm718Jw4c85ApN5cXIbWvdUTtk48qBKkGcgEdaFRT2e4AIPCVQaF+1tvuawAVEQKlVBM8ulHfPoXeunfaKQqJ1ilrW0UnjNfYP2gVoCoURIpdwhoMuhKTG2ZNODiJI3miPcFddvMm1cSHGvDIEKBJoP//Z";
var posX = 0;
var posY = 0;
//for loops set images at given coordinates according to position on mapArray
for (var y = 0; y < mapArray.length; y++) {
for (var x = 0; x < mapArray[0].length; x++) {
if (mapArray[y][x] == "") {
context.drawImage(grass, (32 * x), (32 * y), 32, 32)//last two are size of image )
}
if (mapArray[y][x] == "#") {
context.drawImage(wall, (32 * x), (32 * y), 32, 32)//last two are size of image )
}
}
}
// Here you've rendered the static content and you want to save the state of the canvas in a backup at this point:
// create backing canvas
var backCanvas = document.createElement('canvas');
backCanvas.width = canvas.width;
backCanvas.height = canvas.height;
var backCtx = backCanvas.getContext('2d');
// save main canvas contents
backCtx.drawImage(canvas, 0,0);
context.rect(posX, posY, 32, 32)
context.stroke();//traces path, might not need this
//moves character
function move(e) {
canvas.width = canvas.width;//clears the board after each move (not really necessary since we'll draw the backCanvas over it...)
// Render the backup canvas here
context.drawImage(backCanvas, 0,0);
//alert(e.keyCode);//gives feedback to what each keyCode is
if (e.keyCode == 39) {
posX += 5;
}
if (e.keyCode == 37) {
posX -= 5;
}
if (e.keyCode == 40) {
posY += 5;
}
if (e.keyCode == 38) {
posY -= 5;
}
context.rect(posX, posY, 32, 32)
context.stroke();
}
document.onkeydown = move;
答案 1 :(得分:1)
jsFiddle:https://jsfiddle.net/j353agny/3/
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext("2d");
var mapArray = ["############################",
"# # # o ##",
"# #",
"# #### ##### ## #",
"## # # ## #",
"### ## # #",
"# ### # #",
"# #### ### #",
"# ## # o #",
"# o # # o ### ### #",
"# # # #",
"############################"];
//need to add wall.scource = and grass.source =
var wall = new Image();
var grass = new Image();
grass.src = "http://vignette2.wikia.nocookie.net/tibia/images/6/60/Grass_(Tile).gif/revision/latest?cb=20080817072800&path-prefix=en";
wall.src = "data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBwgHBgkIBwgKCgkLDRYPDQwMDRsUFRAWIB0iIiAdHx8kKDQsJCYxJyofLT0tMSw3QTo6LC87RD84Nzc5OjcBCgoKBQUFDgUFDisZExkrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrKysrK//AABEIACAAIAMBIgACEQEDEQH/xAAYAAADAQEAAAAAAAAAAAAAAAACAwQFAP/EACkQAAEDAwIDCQEAAAAAAAAAAAECAxEABCESEyMxURQyM0Fhc4GT0QX/xAAUAQEAAAAAAAAAAAAAAAAAAAAA/8QAFBEBAAAAAAAAAAAAAAAAAAAAAP/aAAwDAQACEQMRAD8Au/oXDzT2ltZSJxAHKp27242yC5nPxQ3Qm5dVqzOMelI7vNMdYoKm718Jw4c85ApN5cXIbWvdUTtk48qBKkGcgEdaFRT2e4AIPCVQaF+1tvuawAVEQKlVBM8ulHfPoXeunfaKQqJ1ilrW0UnjNfYP2gVoCoURIpdwhoMuhKTG2ZNODiJI3miPcFddvMm1cSHGvDIEKBJoP//Z";
// Player position
var posX = 0;
var posY = 0;
//moves character
function move(e) {
//alert(e.keyCode);//gives feedback to what each keyCode is
if (e.keyCode == 39) {
posX += 5;
}
if (e.keyCode == 37) {
posX -= 5;
}
if (e.keyCode == 40) {
posY += 5;
}
if (e.keyCode == 38) {
posY -= 5;
}
}
document.onkeydown = move;
// every 3 miliseconds re-draw the stage with the player
setInterval(function () {
console.log("REDRAW");
// Clear the canvas and redraw
context.fillStyle = "#FFF";
context.fillRect(0,0,800,600);
//for loops set images at given coordinates according to position on mapArray
for (var y = 0; y < mapArray.length; y++) {
for (var x = 0; x < mapArray[0].length; x++) {
if (mapArray[y][x] == "") {
context.drawImage(grass, (32 * x), (32 * y), 32, 32) //last two are size of image )
}
if (mapArray[y][x] == "#") {
context.drawImage(wall, (32 * x), (32 * y), 32, 32) //last two are size of image )
}
}
}
context.fillStyle = "#00F";
context.fillRect(posX, posY, 32, 32)
}, 3);
你可以做的只是使用一个每3毫秒运行一次的setInterval。基本上每3毫秒我就会画布重绘你的墙,然后重新绘制你的玩家。这将阻止你有任何奇怪的绘图问题。
P.S。您可以使用requestAnimationFrame
代替setInterval来告诉您