我正试图让粒子爆炸起作用。它工作,但看起来有些帧不会被渲染。如果我多次点击几次爆炸就会开始呃......“滞后/断断续续”。有什么我忘记做的事吗?当我点击多次时,浏览器可能会挂起。在彼此内部有2个for循环是不是太多了?
附上我的代码,以便您可以看到。 只需尝试多次点击,您就会直观地看到问题。
// Request animation frame
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
// Canvas
var c = document.getElementById('canvas');
var ctx = c.getContext('2d');
// Set full-screen
c.width = window.innerWidth;
c.height = window.innerHeight;
// Options
var background = '#333'; // Background color
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
var explosions = [];
var fps = 60;
var now, delta;
var then = Date.now();
var interval = 1000 / fps;
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
function draw() {
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length == 0) {
return;
}
for (var i = 0; i < explosions.length; i++) {
var explosion = explosions[i];
var particles = explosion.particles;
if (particles.length == 0) {
explosions.splice(i, 1);
return;
}
for (var ii = 0; ii < particles.length; ii++) {
var particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size < 0) {
particles.splice(ii, 1);
return;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
var xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(new explosion(xPos, yPos));
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (var i = 0; i < particlesPerExplosion; i++) {
this.particles.push(new particle(x, y));
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
if (positive == false) {
var num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) == 1 ? 1 : -1;
} else {
var num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function(e) {
clicked(e);
});
draw();
<!DOCTYPE html>
<html>
<head>
<style>
* {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>
答案 0 :(得分:5)
如果粒子太小,你会从粒子上迭代返回。这会导致爆炸的其他粒子仅在下一帧中渲染。
我有一个工作版本:
// Request animation frame
const requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
// Canvas
const c = document.getElementById('canvas');
const ctx = c.getContext('2d');
// Set full-screen
c.width = window.innerWidth;
c.height = window.innerHeight;
// Options
const background = '#333'; // Background color
const particlesPerExplosion = 20;
const particlesMinSpeed = 3;
const particlesMaxSpeed = 6;
const particlesMinSize = 1;
const particlesMaxSize = 3;
const explosions = [];
let fps = 60;
const interval = 1000 / fps;
let now, delta;
let then = Date.now();
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
function draw() {
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length === 0) {
return;
}
for (let i = 0; i < explosions.length; i++) {
const explosion = explosions[i];
const particles = explosion.particles;
if (particles.length === 0) {
explosions.splice(i, 1);
return;
}
const particlesAfterRemoval = particles.slice();
for (let ii = 0; ii < particles.length; ii++) {
const particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size <= 0) {
particlesAfterRemoval.splice(ii, 1);
continue;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
explosion.particles = particlesAfterRemoval;
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
let xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(
new explosion(xPos, yPos)
);
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (let i = 0; i < particlesPerExplosion; i++) {
this.particles.push(
new particle(x, y)
);
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
let num;
if (positive === false) {
num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) === 1 ? 1 : -1;
} else {
num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function (e) {
clicked(e);
});
draw();
<!DOCTYPE html>
<html>
<head>
<style>* {margin:0;padding:0;overflow:hidden;}</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>
答案 1 :(得分:1)
当您检查空粒子阵列以及找到要移除的粒子时,会导致此问题。
以下两个语句和块导致了问题
if (particles.length == 0) {
explosions.splice(i, 1);
return;
}
和
if (particles.size < 0) {
explosions.splice(ii, 1);
return;
}
返回会停止渲染粒子,因此有时候在绘制单个粒子之前会返回,因为第一次爆炸是空的或第一个粒子太小。
你可以在javascript中使用continue标记跳过for的其余部分,而do循环
for(i = 0; i < 100; i++){
if(test(i)){
// need to skip this iteration
continue;
}
// more code
// more code
// continue skips all the code upto the closing }
} << continues to here and if i < 100 the loop continues on.
或者你可以完全突破循环
for(i = 0; i < 100; i++){
if(test(i)){
// need to exit the for loop
break;
}
// more code
// more code
// break skips all the code to the first line after the closing }
}
<< breaks to here and if i remains the value it was when break was encountered
if (particles.length == 0) {
explosions.splice(i, 1);
continue;
}
和
if (particles.size < 0) {
explosions.splice(ii, 1);
continue;
}
您的代码与修复程序。因为我发现它我开始改变东西。
小东西。 requestAnimationFrame以毫秒为单位传递时间,精确到微秒。
您正在设置错误,并且会丢失帧。我改变了使用参数时间的时间,然后将其设置为绘制帧的时间。
还有一些其他问题,没有什么重要的,更多的是编码风格的东西。您应该将使用新
创建的对象大写function Particle(...
不是
function particle(...
你的随机是一个过于复杂的
function randInt(min, max = min - (min = 0)) {
return Math.floor(Math.random() * (max - min) + min);
}
or
function randInt(min,max){
max = max === undefined ? min - (min = 0) : max;
return Math.floor(Math.random() * (max - min) + min);
}
randInt(100); // int 0 - 100
randInt(10,20); // int 10-20
randInt(-100); // int -100 to 0
randInt(-10,20); // int -10 to 20
this.xv = randInt(-particlesMinSpeed, particlesMaxSpeed);
this.yv = randInt(-particlesMinSpeed, particlesMaxSpeed);
this.size = randInt(particlesMinSize, particlesMaxSize);
如果您在变量中使用相同的名称,则创建对象
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
可能是
const settings = {
particles : {
speed : {min : 3, max : 6 },
size : {min : 1 : max : 3 },
explosionCount : 20,
},
background : "#000",
}
无论如何你的代码。
var c = canvas;
var ctx = c.getContext('2d');
// Set full-screen
c.width = innerWidth;
c.height = innerHeight;
// Options
var background = '#333'; // Background color
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
var explosions = [];
var fps = 60;
var now, delta;
var then = 0; // Zero start time
var interval = 1000 / fps;
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
// as time is passed you need to start with requestAnimationFrame
requestAnimationFrame(draw);
function draw(time) { //requestAnimationFrame frame passes the time
requestAnimationFrame(draw);
delta = time - then;
if (delta > interval) {
then = time
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length == 0) {
return;
}
for (var i = 0; i < explosions.length; i++) {
var explosion = explosions[i];
var particles = explosion.particles;
if (particles.length == 0) {
explosions.splice(i, 1);
//return;
continue;
}
for (var ii = 0; ii < particles.length; ii++) {
var particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size < 0) {
particles.splice(ii, 1);
// return;
continue;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
var xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(new explosion(xPos, yPos));
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (var i = 0; i < particlesPerExplosion; i++) {
this.particles.push(new particle(x, y));
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
if (positive == false) {
var num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) == 1 ? 1 : -1;
} else {
var num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function(e) {
clicked(e);
});
<!DOCTYPE html>
<html>
<head>
<style>
* {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>