我用html和javascript制作游戏。只是为了澄清,这不是重复或任何事情。什么都没有我需要的答案。在我解释之前,我想说我对关键监听器没有任何问题,我的游戏知道何时按下按键以及何时释放按键。好的,我有5帧角色走路。我有一个while循环,基本上是在按下键D或按下右箭头时,然后递增帧以使其看起来像角色正在行走。然后它有一个setTimeout函数,暂停1/10秒。这应该让它看起来像角色走路。我知道它与setTimeout()函数有关。这是while循环:
while (keys[68] || keys[39]) {
charFrame++;
setTimeout(function() {
}, 100);
}
然后这是我的代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Sparring Spartans</title>
<style type="text/css">
</style>
</head>
<body>
<canvas id="canvas" width="1000" height="600"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = canvas.width;
var height = canvas.height;
var groundX = 0, groundY = 400;
var playerx = width/2, playery = groundY-120;
var charFrame = 1;
var speed = 4;
var keys = [];
window.addEventListener("keydown", function(e) {
keys[e.keyCode] = true;
}, false);
window.addEventListener("keyup", function(e) {
delete keys[e.keyCode];
}, false);
var spartan1 = new Image();
spartan1.src = "spartan1.png";
var spartan2 = new Image();
spartan2.src = "spartan2.png";
var spartan3 = new Image();
spartan3.src = "spartan3.png";
var spartan4 = new Image();
spartan4.src = "spartan4.png";
var spartan5 = new Image();
spartan5.src = "spartan5.png";
var stone = new Image();
stone.src = "stone.png";
function game() {
update();
render();
}
function player() {
if (charFrame === 1) {
context.drawImage(spartan1, playerx, playery);
} else if (charFrame === 2) {
context.drawImage(spartan2, playerx, playery);
} else if (charFrame === 3) {
context.drawImage(spartan3, playerx, playery);
} else if (charFrame === 4) {
context.drawImage(spartan4, playerx, playery);
} else if (charFrame === 5) {
context.drawImage(spartan5, playerx, playery);
}
}
function ground() {
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+55);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+110);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+165);
}
}
function manager() {
ground();
while (keys[68] || keys[39]) {
charFrame++;
setTimeout(function() {
}, 100);
}
player();
}
function update() {
manager();
player();
}
function render() {
context.fillStyle = "#AFE4FF";
context.fillRect(0, 0, width, height);
manager();
}
setInterval(function() {
game();
}, 1000/30);
</script>
</body>
</html>
我做错了什么?我知道 HAS 是setTimeout,但我尝试多次修复此问题。图像甚至都没有改变。
答案 0 :(得分:0)
因为您的manager
函数每秒被调用30次,所以您应该使用if语句而不是循环来检查每个按键一次:
function manager() {
ground();
if (keys[68] || keys[39]) {
charFrame++;
}
}
此外,您的manager
函数每帧调用两次,一次在update
函数中,一次在render
函数中。此外,您的player
功能同时在update
和manager
中调用,每帧再次调用两次。您的代码需要进行一些重构才能正常工作,以确保每帧都不会调用两次。