美好的一天,我正在尝试使用画布制作一个javascript游戏。我想产生随机的敌人物体。到目前为止,我发现这是一个产卵示例:JSFiddle Demo
如何加载图像而不是球?任何帮助都会很棒。 TNX。
// get a refrence to the canvas and its context
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// newly spawned objects start at Y=25
var spawnLineY = 25;
// spawn a new object every 1500ms
var spawnRate = 1500;
// set how fast the objects will fall
var spawnRateOfDescent = 0.50;
// when was the last object spawned
var lastSpawn = -1;
// this array holds all spawned object
var objects = [];
// save the starting time (used to calc elapsed time)
var startTime = Date.now();
// start animating
animate();
function spawnRandomObject() {
// select a random type for this new object
var t;
// About Math.random()
// Math.random() generates a semi-random number
// between 0-1. So to randomly decide if the next object
// will be A or B, we say if the random# is 0-.49 we
// create A and if the random# is .50-1.00 we create B
if (Math.random() < 0.50) {
t = "red";
} else {
t = "blue";
}
// create the new object
var object = {
// set this objects type
type: t,
// set x randomly but at least 15px off the canvas edges
x: Math.random() * (canvas.width - 30) + 15,
// set y to start on the line where objects are spawned
y: spawnLineY,
}
// add the new object to the objects[] array
objects.push(object);
}
function animate() {
// get the elapsed time
var time = Date.now();
// see if its time to spawn a new object
if (time > (lastSpawn + spawnRate)) {
lastSpawn = time;
spawnRandomObject();
}
// request another animation frame
requestAnimationFrame(animate);
// clear the canvas so all objects can be
// redrawn in new positions
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw the line where new objects are spawned
ctx.beginPath();
ctx.moveTo(0, spawnLineY);
ctx.lineTo(canvas.width, spawnLineY);
ctx.stroke();
// move each object down the canvas
for (var i = 0; i < objects.length; i++) {
var object = objects[i];
object.y += spawnRateOfDescent;
ctx.beginPath();
ctx.arc(object.x, object.y, 8, 0, Math.PI * 2);
ctx.closePath();
ctx.fillStyle = object.type;
ctx.fill();
}
}
答案 0 :(得分:3)
一种方法是拥有一个全局加载图像数组:
var images = [img1, img2, ... ];
创建对象时,它会随机分配给images
数组中的一个图像。然后,我们可以使用ctx.drawImage
方法绘制图像:ctx.drawImage(object.image,...))
。现在记住你需要首先加载所有图像是非常重要的:
var img1 = new Image();
img.src = "...";
要仅在加载所有内容时运行动画,我们可以使用onload
:
window.onload = function() {
animate();
}
这是我们添加到object
创建的obj.image属性。这是从images
数组中选择一个随机图像。
var object = {
...
// give random image
image: images[Math.floor(Math.random()*images.length)]
}
最后我们可以删除arc
绘制函数并绘制,并使用object.image
绘制:
for (var i = 0; i < objects.length; i++) {
var object = objects[i];
object.y += spawnRateOfDescent;
ctx.drawImage(object.image, object.x, object.y, 30, 30);
}