我想修改使用图像进行动画处理的现有代码,然后使用精灵表。我正在使用EaselJS库。
为动画创建对象的代码段:
function initStageObjects(){
car = new Car('img/car.png',canvas.width()/2,canvas.height()/2);
}
这是完整的代码:
$(window).load(function(){
$(document).ready(function(){
// Canvas Variables
var canvas = $('#canvas');
var context = canvas.get(0).getContext('2d');
var canvasWidth = canvas.width();
var canvasHeight = canvas.height();
// Keyboard Variables
var leftKey = 37;
var upKey = 38;
var rightKey = 39;
var downKey = 40;
// Keyboard event listeners
$(window).keydown(function(e){
var keyCode = e.keyCode;
if(keyCode == leftKey){
car.left = true;
} else if(keyCode == upKey){
car.forward = true;
} else if(keyCode == rightKey){
car.right = true;
} else if (keyCode == downKey){
car.backward = true;
}
});
$(window).keyup(function(e){
var keyCode = e.keyCode;
if(keyCode == leftKey){
car.left = false;
} else if(keyCode == upKey){
car.forward = false;
} else if(keyCode == rightKey){
car.right = false;
} else if (keyCode == downKey){
car.backward = false;
}
});
// Start & Stop button controlls
var playAnimation = true;
var startButton = $('#startAnimation');
var stopButton = $('#stopAnimation');
startButton.hide();
startButton.click(function(){
$(this).hide();
stopButton.show();
playAnimation = true;
updateStage();
});
stopButton.click(function(){
$(this).hide();
startButton.show();
playAnimation = false;
});
// Resize canvas to full screen
function resizeCanvas(){
canvas.attr('width', $(window).get(0).innerWidth);
canvas.attr('height', $(window).get(0).innerHeight);
canvasWidth = canvas.width();
canvasHeight = canvas.height();
}
resizeCanvas();
$(window).resize(resizeCanvas);
function initialise(){
initStageObjects();
drawStageObjects();
updateStage();
}
// Car object and properties
function Car(src, x, y){
this.image = new Image();
this.image.src = src;
this.x = x;
this.y = y;
this.vx = 0;
this.vy = 0;
this.angle = 90;
this.topSpeed = 5;
this.acceleration = 0.1;
this.reverse = 0.1;
this.brakes = 0.3;
this.friction = 0.05;
this.handeling = 15;
this.grip = 15;
this.minGrip = 5;
this.speed = 0;
this.drift = 0;
this.left = false;
this.up = false;
this.right = false;
this.down = false;
}
// Create any objects needed for animation
function initStageObjects(){
car = new Car('img/car.png',canvas.width()/2,canvas.height()/2);
}
function drawStageObjects(){
context.save();
context.translate(car.x,car.y);
context.rotate((car.angle + car.drift) * Math.PI/180);
context.drawImage(car.image, -25 , (-47 + (Math.abs(car.drift / 3))));
// context.fillRect(-5, -5, 10, 10);
context.restore();
}
function clearCanvas(){
context.clearRect(0, 0, canvasWidth, canvasHeight);
context.beginPath();
}
function updateStageObjects(){
// Faster the car is going, the worse it handels
if(car.handeling > car.minGrip){
car.handeling = car.grip - car.speed;
}
else{
car.handeling = car.minGrip + 1;
}
// Car acceleration to top speed
if(car.forward){
if(car.speed < car.topSpeed){
car.speed = car.speed + car.acceleration;
}
}
else if(car.backward){
if(car.speed < 1){
car.speed = car.speed - car.reverse;
}
else if(car.speed > 1){
car.speed = car.speed - car.brakes;
}
}
// Car drifting logic
if(car.forward && car.left){
if(car.drift > -35){
car.drift = car.drift - 3;
}
}
else if(car.forward && car.right){
if(car.drift < 35){
car.drift = car.drift + 3;
}
}
else if(car.forward && !car.left && car.drift > -40 && car.drift < -3){
car.drift = car.drift + 3;
}
else if(car.forward && !car.right && car.drift < 40 && car.drift > 3){
car.drift = car.drift - 3;
}
if(car.drift > 3){
if(!car.forward && !car.left){
car.drift = car.drift - 4;
}
}
else if(car.drift > -40 && car.drift < -3){
if(!car.forward && !car.right){
car.drift = car.drift + 4;
}
}
// General car handeling when turning
if(car.left){
car.angle = car.angle - (car.handeling * car.speed/car.topSpeed);
} else if(car.right){
car.angle = car.angle + (car.handeling * car.speed/car.topSpeed);
}
// Use this div to display any info I need to see visually
$('#stats').html("Score: 0");
// Constant application of friction / air resistance
if(car.speed > 0){
car.speed = car.speed - car.friction;
} else if(car.speed < 0) {
car.speed = car.speed + car.friction;
}
// Update car velocity (speed + direction)
car.vy = -Math.cos(car.angle * Math.PI / 180) * car.speed;
car.vx = Math.sin(car.angle * Math.PI / 180) * car.speed;
// Plot the new velocity into x and y cords
car.y = car.y + car.vy;
car.x = car.x + car.vx;
}
// Main animation loop
function updateStage(){
clearCanvas();
updateStageObjects();
drawStageObjects();
if(playAnimation){
setTimeout(updateStage, 25);
}
}
// Initialise the animation loop
initialise();
});
});//]]>
// JavaScript Document
我怎样才能替换我创建的精灵使用的图像?
答案 0 :(得分:0)
即使您可以在非Createjs /非EaselJS项目中实施createjs.SpriteSheet
,我强烈建议您不这样做,EaselJS - 在任何类型的项目中,设计不能用作单个模块化类的类,它们最好在框架中协同工作。最后,您可能需要更多时间,并且可能通过尝试使所有内容工作而不是将您的(但仍然很小的)项目一起转换为EaselJS来获得更多代码。因此,今天学习一些新东西,并将您的项目重构为EaselJS; - )
但如果您想要更多工作,请继续阅读:
createjs.SpriteSheet
基本上只处理SpriteSheet数据,您可以使用mySpriteSheet.getFrame(int);
获取图像,并使用source-rect到该帧,以便将其绘制到画布上。 但单独的SpriteSheet不会为你处理动画,所以你必须自己每帧推进“播放头”(如果在最后等,请回到第0帧),或者你可以实现另一个名为createjs.BitmapAnimation
的createjs-class - 但是,将它绘制到画布上将再次需要额外的代码或者另外的createjs-class:你会看到它的位置。