我正在使用Coffeescript中的Pixi.js游戏,主要关注旋转六角形。关于旋转的一切都在动画旋转和识别旋转的底层板状态方面正常工作。然而,对于棋盘上的某些咒语(并非所有咒语),旋转它们会导致舞台上的其他(不是全部)精灵“摇晃”。它们暂时转移到侧面,然后在旋转结束时再次向后移动。我已经尝试过全面寻找问题;我发现的一个结果是在不同的网站上有类似问题但没有答案的人:here。
我不确定从哪里开始自我诊断bug。如果它是画布的问题我可以看看那里,但它也可能是一个Pixi问题。这是问题的GIF。当我点击第一个十六进制(右侧)时,许多线条会抖动。当我点击第二个十六进制(左)时,它们没有。
此时项目在代码方面非常大。这是动画函数和辅助方法:
## The frame count the window is on ##
@count = 0
### Moves the connector to the correct lit layer ###
@toLit = (connector) ->
try
@colorContainers[connector.color].unlit.removeChild(connector.panel)
catch
if @typeIsArray connector.color
if connector.color.length > 0
c = connector.color[0].toUpperCase()
else
c = Color.asString(Color.NONE).toUpperCase()
else
c = connector.color.toUpperCase()
if c is Color.asString(Color.NONE).toUpperCase()
@toUnlit(connector) ## Prevent lighting of color.NONE
else
@colorContainers[c.toUpperCase()].lit.addChild(connector.panel)
connector.linked = true
return
### Moves the connector to the correct unlit layer ###
@toUnlit = (connector) ->
try
@colorContainers[connector.color].lit.removeChild(connector.panel)
catch
if @typeIsArray connector.color
if connector.color.length > 0
c = connector.color[0]
else
c = Color.asString(Color.NONE)
else
c = connector.color
if connector.hex? and connector.hex instanceof Crystal
@colorContainers[Color.asString(Color.NONE).toUpperCase()].unlit.addChild(connector.panel)
else
@colorContainers[c.toUpperCase()].unlit.addChild(connector.panel)
connector.linked = false
return
### Creates a frame offset for the each color ###
@colorOffset = {}
for c in Color.values()
if not isNaN(c)
c = Color.fromString(c).toUpperCase()
else
c = c.toUpperCase()
@colorOffset[c] = Math.random() + 0.5
### Updates the pulse filter that controls lighting effects ###
@calcPulseFilter = (count) ->
for col, val of @colorContainers
pulse = val.lit.filters[0]
cont = (count + val.lit.pulseOffset)/val.lit.pulseLength
m = pulse.matrix
m[0] = Math.abs(Math.sin(cont * 2 * Math.PI)) * 0.5 + 0.5
m[5] = Math.abs(Math.sin(cont * 2 * Math.PI)) * 0.5 + 0.5
m[10] = Math.abs(Math.sin(cont * 2 * Math.PI)) * 0.5 + 0.5
m[15] = Math.abs(Math.sin(cont * 2 * Math.PI)) * 0.25 + 0.75
pulse.matrix = m
for cont in @goalContainer.children
if cont.children.length >= 2 and cont.filters.length >= 2
pulse = cont.filters[1]
correspondCont = @colorContainers[cont.children[0].color.toUpperCase()].lit
c = (count + correspondCont.pulseOffset)/correspondCont.pulseLength
m = pulse.matrix
if parseInt(cont.children[1].text.substring(0, 1)) >= parseInt(cont.children[1].text.substring(2))
m[0] = Math.abs(Math.sin(c * 2 * Math.PI)) * 0.5 + 0.5
m[5] = Math.abs(Math.sin(c * 2 * Math.PI)) * 0.5 + 0.5
m[10] = Math.abs(Math.sin(c * 2 * Math.PI)) * 0.5 + 0.5
m[15] = Math.abs(Math.sin(c * 2 * Math.PI)) * 0.25 + 0.75
else
m[0] = 1
m[5] = 1
m[10] = 1
m[15] = 1
pulse.matrix = m
return
### The animation function. Called by pixi and requests to be recalled ###
@animate = () ->
## Color animation
window.count += 1; ## Frame count
@calcPulseFilter(window.count)
rotSpeed = 1/5
tolerance = 0.000001 ## For floating point errors - difference below this is considered 'equal'
radTo60Degree = 1.04719755 ## 1 radian * this coefficient = 60 degrees
if (@BOARD?)
## Update text on goal
curLit = @BOARD.crystalLitCount()
goalContainer = @menu.children[@goalContainerIndex]
isWin = true ## True if this user has won - every goal set.
for pan in goalContainer.children
for spr in pan.children
if spr instanceof PIXI.Text and spr.color.toUpperCase() of curLit
spr.setText(curLit[spr.color.toUpperCase()] + spr.text.substring(1))
if curLit[spr.color.toUpperCase()] < parseInt(spr.text.substring(2))
isWin = false
if isWin and (not @winContainer?) and @showWinContainer
@gameOn = false
@makeWinGameContainer()
for h in @BOARD.allHexes()
##Update lighting of all hexes
if h.isLit().length > 0 and not h.backPanel.children[0].lit
h.backPanel.children[0].lit = true
if not (h instanceof Prism)
@toLit(h.backPanel.spr)
if h.isLit().length is 0 and h.backPanel.children[0].lit
h.backPanel.children[0].lit = false
if not (h instanceof Prism)
@toUnlit(h.backPanel.spr)
hLit = h.isLit()
if h instanceof Prism
## Adjust opacity of cores
for col, core of h.cores
if col.toLowerCase() not in hLit and core.alpha > 0
core.alpha = 0
else if col.toLowerCase() in hLit and core.alpha is 0
core.alpha = 0.75
nS = h.getNeighborsWithBlanks()
## Fixing lighting of connectors
for panel in h.colorPanels
col = panel.color.toLowerCase()
for connector in panel.children
for side in connector.sides
n = nS[side]
if n? and col in hLit and n.colorOfSide(n.indexLinked(h)) is col and not connector.linked
@toLit(connector)
for nPanel in n.colorPanels
for nConnector in nPanel.children
for nSide in nConnector.sides
if nSide is n.indexLinked(h) and not nConnector.linked
@toLit(nConnector)
else if connector.linked and col not in hLit
@toUnlit(connector)
if n?
for nPanel in n.colorPanels
for nConnector in nPanel.children
for nSide in nConnector.sides
if nSide is n.indexLinked(h) and not nConnector.linked
@toUnlit(nConnector)
### Rotation of a prism - finds a prism that wants to rotate and rotates it a bit. ###
### If this is the first notification that this prism wants to rotate, stops providing light. ###
### If the prism is now done rotating, starts providing light again ###
if h instanceof Prism and h.currentRotation isnt h.targetRotation
if h.canLight
h.canLight = false
h.light()
inc =
if (h.targetRotation - h.prevRotation) >= 0
rotSpeed
else
-rotSpeed
h.backPanel.rotation += inc * radTo60Degree
h.currentRotation += inc
for value in h.colorPanels
value.rotation += inc * radTo60Degree
if Math.abs(h.targetRotation - h.currentRotation) < tolerance
inc = (h.targetRotation - h.currentRotation)
h.backPanel.rotation += inc * radTo60Degree
h.currentRotation += inc
for value in h.colorPanels
value.rotation += inc * radTo60Degree
## Update side index of each sprite
for spr in value.children
newSides = []
for side in spr.sides
newSides.push((side + (h.currentRotation - h.prevRotation)) %% Hex.SIDES)
spr.sides = newSides
h.prevRotation = h.currentRotation
h.canLight = true
h.light()
### Spark and crystal color changing ###
if (h instanceof Spark or h instanceof Crystal) and h.toColor isnt ""
col = if (not isNaN(h.toColor))
Color.asString(h.toColor).toUpperCase()
else
h.toColor.toUpperCase()
h.backPanel.spr.color = col
@toLit(h.backPanel.spr)
h.toColor = ""
requestAnimFrame(animate )
@renderer.render(@stage)
return
如果您认为代码的任何其他部分与错误有关,请告诉我,我会将这些部分放好。任何帮助或建议都会非常棒!
答案 0 :(得分:4)
随心所欲地偶然发现解决方案 - 当您旋转当前位于其父DisplayObjectContainer()边界的精灵时,它会导致父容器调整大小。它会在整个旋转过程中继续调整大小,因为定义角落的精灵正在移动。容器尺寸的变化导致它相对于它的兄弟姐妹移动。
修复是将一个不可见的静态精灵添加到容器中,在该容器中旋转的东西比容器稍大一些。这样你可以保证你旋转的精灵不是边缘之一,因此不会导致容器调整大小。