画布上的毛躁动画

时间:2013-07-05 20:03:18

标签: javascript html5 canvas

在我的主底层,玩家移动并且电梯移动我使用此帧速率:

var requestAnimFrame =  window.requestAnimationFrame || 
                        window.webkitRequestAnimationFrame || 
                        window.mozRequestAnimationFrame || 
                        window.msRequestAnimationFrame  ||  
                        window.oRequestAnimationFrame   || 
                        function(callback) {
                        window.setTimeout(callback, 1000/60);
                        };

当玩家死亡时,我将此帧速率用于爆炸动画。

var requestAnimFrameExplode = function(callback) {
                        window.setTimeout(callback, 1000/15);
                        };

现在所有这一切都运行正常,但是在我的一个级别上,我有升降机上下移动等使用主底层帧速率,但是当玩家死亡时爆炸帧速率玩家(让事情变慢所以你可以看到动画1秒)所以这使得电梯减速1秒,使它看起来很小。

在我的游戏循环中我有:

if(Death ==true)
{
requestAnimFrameExplode(Loop); //calls loop again but slower so animation explode shows
DrawSpawnAnimation(); //this draws the explode animation
}

else
{
requestAnimFrame(Loop); //when Death is false it calls at normal fast framerate for player movement etc
}

我的问题是如何阻止这个故障?即使动画正在播放,如何让电梯和其他东西同时运行?

2 个答案:

答案 0 :(得分:1)

这是一个同时使用requestAnimationFrame和setTimeout的动画插图。

使用RAF来驱动这两个动画会更高效,但这两个都是为了说明目的而提供的。

此RAF动画循环运行您的电梯,如下所示:

var fps1 = 60;
function runElevator() {
    setTimeout(function() {

        // request another loop
        raf1=requestAnimFrame(runElevator);

        // update the elevator properties (current Y and directon)
        elevatorY+=elevatorSpeed*elevatorDirection;
        if(elevatorY+elevatorHeight>canvasB.height || elevatorY<30){
            elevatorDirection= -elevatorDirection;
        }

        // call the function that draws the elevator frame
        drawElevator(elevatorX,elevatorY,elevatorWidth,elevatorHeight)

    }, 1000 / fps1);
}

setTimeout动画循环运行爆炸,如下所示:

var fps2 = 30;
function runExplosion() {

    // update the explosion properties (the current radius of the explosion)
    explosionRadius+=1.5;

    // check if the explosion is done
    if(explosionRadius<explosionMaxRadius){

        // the explosion is not done, draw another explosion frame
        drawExplosion(explosionX,explosionY,explosionRadius);

        // and request another loop 
        setTimeout(runExplosion, 1000/fps2);

    }else{

        // the explosion is done,  clear the top canvas and “we’re outta here!”
        ctxT.clearRect(0,0,canvasT.width,canvasT.width);
    }

}

这是代码和小提琴:http://jsfiddle.net/m1erickson/YzqUF/

<!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; padding:20px;}
    #container{position:relative;}
    canvas{border:1px solid red; position:absolute; top:0; left:0}
</style>

<script>
    $(function(){

        var canvasT=document.getElementById("canvasTop");
        var ctxT=canvasT.getContext("2d");
        var canvasB=document.getElementById("canvasBottom");
        var ctxB=canvasB.getContext("2d");

        window.requestAnimFrame = (function(callback) {
          return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
          function(callback) {
            window.setTimeout(callback, 1000 / 60);
          };
        })();


        var elevatorX=30;
        var elevatorY=30;
        var elevatorWidth=40;
        var elevatorHeight=60;
        var elevatorSpeed=2;
        var elevatorDirection=1;

        ctxT.strokeStyle="orange";
        var explosionX=100;
        var explosionY=200;
        var explosionStartingRadius=10;
        var explosionEndingRadius=25;
        var explosionRadius=explosionStartingRadius;

        var raf1;
        var raf2;

        runElevator();


        function explode(x,y,maxRadius){

            explosionX=x;
            explosionY=y;
            explosionMaxRadius=maxRadius
            explosionRadius=10;

            ctxT.clearRect(0,0,canvasB.width,canvasB.height);
            ctxT.beginPath();
            ctxT.arc(x,y,explosionRadius,0,Math.PI*2,false)
            ctxT.closePath();
            ctxT.fillStyle="yellow"
            ctxT.fill();
            ctxT.stroke();
            ctxT.fillStyle="orange";
            runExplosion();

        }

        var fps1 = 60;
        function runElevator() {
            setTimeout(function() {
                raf1=requestAnimFrame(runElevator);

                elevatorY+=elevatorSpeed*elevatorDirection;
                if(elevatorY+elevatorHeight>canvasB.height || elevatorY<30){
                    elevatorDirection= -elevatorDirection;
                }

                drawElevator(elevatorX,elevatorY,elevatorWidth,elevatorHeight)

            }, 1000 / fps1);
        }

        var fps2 = 30;
        function runExplosion() {

            explosionRadius+=1.5;

            if(explosionRadius<explosionMaxRadius){
                drawExplosion(explosionX,explosionY,explosionRadius);
                setTimeout(runExplosion, 1000/fps2);
            }else{
                ctxT.clearRect(0,0,canvasT.width,canvasT.width);
            }

        }

        function drawElevator(x,y,width,height){
            ctxB.clearRect(0,0,canvasB.width,canvasB.height);
            ctxB.beginPath();
            ctxB.moveTo(x+width/2,0);
            ctxB.lineTo(x+width/2,y);
            ctxB.rect(x,y,width,height);
            ctxB.stroke();
            ctxB.fill();
        }

        function drawExplosion(x,y,radius){
            ctxT.beginPath();
            ctxT.arc(x,y,radius,0,Math.PI*2,false);
            ctxT.closePath()
            ctxT.stroke();
        }

        $("#explode").click(function(){ explode(150,150,75); });


    }); // end $(function(){});
</script>

</head>

<body>
<button id="explode">Explode</button>
<div id="container">
<canvas id="canvasTop" width=300 height=300></canvas>
<canvas id="canvasBottom" width=300 height=300></canvas>
</div>

</body>
</html>

答案 1 :(得分:0)

听起来你正试图通过控制帧速来控制动画的速度。我建议重构,以便帧速率与动画速度无关。

换句话说,不要通过降低帧速率来降低爆炸速度。你应该通过减少每帧之间的火焰/碎片移动来减慢它的速度。

也就是说,当你死的时候,整个关卡的速度会降低(电梯和所有),这听起来像是一种整洁的效果;)