因此,当我射击敌人时,他们会从屏幕上擦掉,这样可行。
然而,我想要发生的事情是我要发生爆炸(一个接一个4个) 基本上是敌人所在的地方。爆炸的代码本身就可以工作,但我试图将它与我的代码集成。
这是爆炸类,你可以看到我在间隔方面有些麻烦,因为我对它们没有任何经验。我认为错误或错误的逻辑存在于这个对象中。
由于某种原因,它会擦除其他画布层:/ 在这里试试:http://www.taffatech.com/DarkOrbit.html
function Explosion()
{
this.srcX = 0;
this.srcY = 1250;
this.drawX = 0;
this.drawY = 0;
this.width = 70;
this.height = 70;
this.currentFrame =0;
this.totalFrames =5;
this.hasHit = false;
}
Explosion.prototype.draw = function() //makes it last 10 frames using total frames
{
if(this.currentFrame <= this.totalFrames)
{
this.currentFrame++;
Exploder(this.drawX,this.drawY);
}
else
{
this.hasHit = false;
currentFrame =0;
}
}
function Exploder(srcX,srcY)
{
whereX = this.srcX;
whereY = this.srcY;
intervalT = setInterval(BulletExplosionAnimate, 80);
}
var bulletExplosionStart = 0;
var whereX =0;
var whereY =0;
function BulletExplosionAnimate(intervalT)
{
var wide = 70;
var high = 70;
if (bulletExplosionStart > 308)
{
bulletExplosionStart = 0;
clearInterval(intervalT);
}
else
{
ctxExplosion.clearRect(0,0,canvasWidth,canvasHeight)
ctxExplosion.drawImage(spriteImage,bulletExplosionStart,1250,wide,high,whereX,whereY,wide,high);
bulletExplosionStart += 77;
}
}
我的子弹对象:
function Bullet() //space weapon uses this
{
this.srcX = 0;
this.srcY = 1240;
this.drawX = -20;
this.drawY = 0;
this.width = 11;
this.height = 4;
this.bulletSpeed = 10;
this.bulletReset = -20;
this.explosion = new Explosion();
}
Bullet.prototype.draw = function()
{
this.drawX += this.bulletSpeed;
ctxPlayer.drawImage(spriteImage,this.srcX,this.srcY,this.width,this.height,this.drawX,this.drawY,this.width,this.height);
this.checkHitEnemy();
if (this.drawX > canvasWidth)
{
this.recycle();
}
}
Bullet.prototype.fire = function(startX, startY)
{
this.drawX = startX;
this.drawY = startY;
}
Bullet.prototype.checkHitEnemy = function()
{
for(var i = 0; i < enemies.length; i++)
{
if( this.drawX >= enemies[i].drawX && this.drawX <= enemies[i].drawX + enemies[i].enemyWidth && this.drawY >= enemies[i].drawY && this.drawY <= enemies[i].drawY + enemies[i].enemyHeight)
{
this.explosion.drawX = enemies[i].drawX - (this.explosion.width/2);
this.explosion.drawY = enemies[i].drawY;
this.explosion.hasHit = true;
this.recycle(); //bullet resets after hit enemy
enemies[i].recycleEnemy(); //change this soon to have if loop if health is down
}
}
}
Bullet.prototype.recycle = function()
{
this.drawX = this.bulletReset;
}
在我的玩家对象中,我有一个功能,可以检查它是否击中了敌人,它有效:
Player.prototype.drawAllBullets = function()
{
for(var i = 0; i < this.bullets.length; i++)
{
if(this.bullets[i].drawX >= 0)
{
this.bullets[i].draw();
}
if(this.bullets[i].explosion.hasHit)
{
this.bullets[i].explosion.draw();
}
}
}
目前当我射击敌人他们消失但没有发生爆炸时,我知道我的间隔不是很好的编码,所以我需要一些帮助,谢谢!
答案 0 :(得分:1)
在画布中播放spritesheet
使用requestAnimationFrame进行动画变为最佳做法。它做了一些不错的事件分组和性能增强。这是requestAnimationFrame上的一篇好文章:http://creativejs.com/resources/requestanimationframe/
这是你可以使用requestAnimationFrame来播放spritesheet的方法:
在这种情况下,它是一个4x4 spritesheet,将播放超过1秒:
var fps = 16;
function explode() {
// are we done? ... if so, we're outta here
if(spriteIndex>15){return;}
// It's good practice to use requestAnimation frame
// We wrap it in setTimeout because we want timed frames
setTimeout(function() {
// queue up the next frame
requestAnimFrame(explode);
// Draw the current frame
var x=spriteIndex%(cols-1)*width;
var y=parseInt(spriteIndex/(rows-1))*height;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(sheet,x,y,width,height,0,0,width,height);
// increment the sprite counter
spriteIndex++;
}, 1000 / fps);
}
这是代码和小提琴:http://jsfiddle.net/m1erickson/nSGyx/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// This is Paul Irish's great cross browser shim for requestAnimationFrame
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
// define the spritesheet
var spriteIndex=0;
var width=64;
var height=64;
var rows=4;
var cols=4;
// load the sheet image
var sheet=document.createElement("img");
sheet.onload=function(){
canvas.width=width;
canvas.height=height;
// call the animation
explode();
}
sheet.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/explodeSprite.png";
var fps = 16;
function explode() {
// are we done? ... if so, we're outta here
if(spriteIndex>15){return;}
// It's good practice to use requestAnimation frame
// We wrap it in setTimeout because we want timed frames
setTimeout(function() {
// queue up the next frame
requestAnimFrame(explode);
// Draw the current frame
var x=spriteIndex%(cols-1)*width;
var y=parseInt(spriteIndex/(rows-1))*height;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(sheet,x,y,width,height,0,0,width,height);
// increment the sprite counter
spriteIndex++;
}, 1000 / fps);
}
$("#explode").click(function(){ spriteIndex=0; explode(); });
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=64 height=64></canvas><br>
<button id="explode">Explode</button>
</body>
</html>
。 。
[已编辑以显示动画如何适合您的代码的详细信息]
这是对爆炸功能的重新编码。
在函数之外声明爆炸相关变量:
var bulletExplosionStart;
var whereX =0;
var whereY =0;
var wide = 70;
var high = 70;
接下来,在Exploder()中,设置爆炸发生的位置并将精灵索引(bulletExplosionStart)重置为0
可能的错误:检查您的Exploder功能:您提供srcX,srcY但是然后执行whereX = this.srcX,其中Y = this.srcY。我假设您打算使用srcX,srcY作为Exploder()的参数而不是this.srcX,this.srcY。
function Exploder(srcX,srcY)
{
whereX = srcX;
whereY = srcY;
bulletExplosionStart=0;
BulletExplosionAnimate();
}
这是重新编码的bulletExplosionAnimate函数,可以播放spritesheet的4帧。
4帧后,此动画会自动停止。
var fps = 2;
function bulletExplosionAnimate() {
// are we done? ... if so, we're outta here
if(bulletExplosionStart>308){return;}
// It's good practice to use requestAnimation frame
// We wrap it in setTimeout because we want timed frames
setTimeout(function() {
// queue up the next frame
requestAnimFrame(bulletExplosionAnimate);
// Draw the current frame
ctxExplosion.clearRect(0,0,canvasWidth,canvasHeight)
ctxExplosion.drawImage(spriteImage,
bulletExplosionStart,1250,wide,high,
whereX,whereY,wide,high);
// increment the sprite position
bulletExplosionStart += 77;
}, 1000 / fps);
}