我有一个6个月前制作的乒乓球游戏,当时我在编程方面更糟糕。唯一的事情是它像疯狂一样闪烁,它为我毁了它。
以下是绘制和清除画布所涉及的一些代码,因此可能是闪烁的背后:
canvas: document.getElementById( "canvas" ),
// Get our 2D context for drawing
ctx: canvas.getContext( "2d" ),
// Frames-per-second
FPS: 30,
draw: function() {
if (preGameContent.isStartScreen === false && endOfGame.isEndOfGame === false) {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.Banana1.draw();
this.Banana2.draw();
this.Banana3.draw();
this.displayScore();
this.player1Paddle.draw();
this.player2Paddle.draw();
this.ball.draw();
}
}
update: function() {
if (preGameContent.isStartScreen === false && endOfGame.isEndOfGame === false) {
this.player1Paddle.updatePaddle();
this.player2Paddle.updatePaddle();
this.ball.updateBall();
if (this.ball.x < 0) {
if (this.is2PlayerGame === true) {
this.pointScored.startNextSet("player2");
this.setUp("right");
}
else {
this.pointScored.startNextSet("computer");
this.setUp("right");
}
}
if (this.ball.x + this.ball.width > this.canvas.width) {
gameController.pointScored.startNextSet("player1");
this.setUp("left");
}
}
}
tick: function() {
if (preGameContent.isStartScreen === false
&& endOfGame.isEndOfGame === false) {
gameController.draw();
gameController.update();
}
}
setInterval( gameController.tick, 1000 / gameController.FPS );
你认为可以做些什么来减少闪烁吗?感谢。
修改
通过在draw方法中创建一个新图像,查看我每隔一段时间重绘每个图像的方法:
//This class is to construct anything with an image
//vx and vy are for the velocity along the x and y axis
function Item(xStartPos, yStartPos, vx, vy, width, height, imgSrc) {
this.x = xStartPos;
this.y = yStartPos;
this.vx = vx;
this.vy = vy;
this.width = width;
this.height = height;
this.imgSrc = imgSrc;
//this function draws the image to the canvas
this.draw = function() {
var self = this;
var img = new Image();
img.src = self.imgSrc;
img.onload = function(){
gameController.ctx.drawImage(img, self.x, self.y);
};
};
//this function updates the position of the object on the canvas
this.update = function() {
// Divide velocity by gameController.FPS before adding it
// onto the position.
this.x += this.vx / gameController.FPS;
this.y += this.vy / gameController.FPS;
// wall collision detection
//stop the object from going through the top and bottom walls,
//but not the side walls, so the ball can go through them
if ( (this.y) < 0 ) {
this.y = 0;
}
if ( (this.y + this.height) > gameController.canvas.height) {
this.y = gameController.canvas.height - this.height;
}
};
};
修改 所以我这样做了:
function Item(xStartPos, yStartPos, vx, vy, width, height, imgSrc) {
this.x = xStartPos;
this.y = yStartPos;
this.vx = vx;
this.vy = vy;
this.width = width;
this.height = height;
this.img = new Image();
this.imgSrc = imgSrc;
this.img.src = imgSrc;
//this.loaded = false;
//img.onload = function() { this.loaded = true; }
//this function draws the image to the canvas
this.draw = function() {
//if (this.loaded)
gameController.ctx.drawImage(this.img, this.x, this.y);
};
这使得它可以很好地绘制所有项目,除了没有绘制的桨和球
答案 0 :(得分:1)
很难说没有看完整个解决方案,它究竟会在哪里闪烁,但我会责怪setInterval()
。要走的路是使用此处描述的requestAnimationFrame
技术:http://www.html5canvastutorials.com/advanced/html5-canvas-animation-stage/
通过使用此代码模板,我能够实现非常流畅的动画:
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
function animate() {
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
// update
// clear
context.clearRect(0, 0, canvas.width, canvas.height);
// draw stuff
// request new frame
requestAnimFrame(function() {
animate();
});
}
animate();
一般情况下,setInterval()
相当糟糕,每次重绘后都会使用setTimeout()
,因为间隔可能会在最差的时间到来。
请注意,根据所需的浏览器版本支持,您可能希望完全删除setTimeout,因为nowAnimationFrame现在已得到普遍支持。
<强>更新强> 在不使用代码中的额外工具的情况下加载图像的简单修复就是这样,尽管它可能会运行一些动画循环,直到所有图像都被加载:
function Item(.. imgSrc) {
...
this.img = new Image();
this.imgSrc = imgSrc;
var self = this;
this.loaded = false;
img.onload = function() { self.loaded = true; }
//this function draws the image to the canvas
this.draw = function() {
if (this.loaded)
gameController.ctx.drawImage(this.img, this.x, this.y);
};