Turbulenz:当移动到外部.js文件时,游戏脚本不会运行

时间:2014-10-26 09:11:44

标签: javascript html5 html5-canvas turbulenz

在Javascript游戏引擎Turbulenz中启动一个新项目时,该网站的一个示例在index.html中包含在脚本标记中时运行正常。但是,我将该代码移动到外部.js文件的任何尝试都会导致移动的代码无法运行。

这是我的程序(运行的版本):

<!doctype html5>

<html>

<head>
  <title>Blockhead</title>
  <script src="jslib/debug.js"></script>
  <script src="jslib/webgl/turbulenzengine.js"></script>
  <script src="jslib/webgl/graphicsdevice.js"></script>
  <script src="jslib/draw2d.js"></script>
  </head>

<body>
  <canvas id="canvas" width="400px" height="600px"/>
  <script>
     TurbulenzEngine = WebGLTurbulenzEngine.create ({canvas: document.getElementById("canvas")});

     var graphicsDevice = TurbulenzEngine.createGraphicsDevice({});

     var draw2D = Draw2D.create({graphicsDevice: graphicsDevice});

     var r = 1.0, g = 1.0, b = 0.0, a = 1.0;
     var bgColor = [r, g, b, a];

     var x1 = 50;
     var y1 = 50;
     var x2 = graphicsDevice.width - 50;
     var y2 = graphicsDevice.height - 50;

     var rectangle = [x1, y1, x2, y2];

     var drawObject =
       {
       color: [1.0, 0.0, 0.0, 1.0],
       destinationRectangle: rectangle
       };

     var sprite = Draw2DSprite.create
       ({
       width: 100,
       height: 100,
       x: graphicsDevice.width / 2,
       y: graphicsDevice.height / 2,
       color: [1.0, 1.0, 1.0, 1.0],
       rotation: Math.PI / 4
       });

     var texture = graphicsDevice.createTexture
       ({
       src: "particle_spark.png",
       mipmaps: true,
       onload: function (texture)
         {
         if (texture)
           {
           sprite.setTexture(texture);
           sprite.setTextureRectangle([0, 0, texture.width, texture.height]);
           }
         }
       });

     var PI2 = Math.PI * 2;
     var rotateAngle = Math.PI / 32;

     function update ()
       {
       b += 0.01;
       bgColor[2] = b % 1; // Clamp color between 0-1
       sprite.rotation += rotateAngle;
       sprite.rotation %= PI2; //Wrap rotation at PI * 2
       if (graphicsDevice.beginFrame())
         {
         graphicsDevice.clear(bgColor, 1.0);
         /* Rendering code goes here */
         draw2D.begin(); // Opaque
         draw2D.draw(drawObject);
         draw2D.end();

         draw2D.begin('additive'); // Additive
         draw2D.drawSprite(sprite);
         draw2D.end();
         graphicsDevice.endFrame();
         }
       }

     TurbulenzEngine.setInterval(update, 1000 / 60);

  </script>
</body>
</html>

这是不运行的版本(唯一的变化是包含新的脚本标记以及将所有内部js移动到该文件):

<!doctype html5>

<html>

<head>
  <title>Blockhead</title>
  <script src="jslib/debug.js"></script>
  <script src="jslib/webgl/turbulenzengine.js"></script>
  <script src="jslib/webgl/graphicsdevice.js"></script>
  <script src="jslib/draw2d.js"></script>
  <script src="javascript/blockhead.js"></script>
  </head>

<body>
  <canvas id="canvas" width="400px" height="600px"/>
</body>
</html>

最后,这是他们网站上的演练来自的页面:

http://docs.turbulenz.com/starter/getting_started_guide.html

必须有一种方法将程序拆分为多个文件,否则项目将变得几乎无法管理。

1 个答案:

答案 0 :(得分:2)

这应该有效:

  <canvas id="canvas" width="400px" height="600px"/>
  <script src="javascript/blockhead.js"></script>
</body>

由于

document.getElementById("canvas")

canvas元素在执行时不存在,必须在定义canvas元素后执行。

如果您在chrome中打开页面,可以按f12打开开发人员工具或使用带有firebug扩展名的Firefox。控制台应该显示错误,您可以设置断点或使用console.log检查某些变量