以下代码中的“spaceShip”在按住任何箭头键的开头都没有顺利移动。它移动一步,冻结一瞬间,然后“平稳地”移动。如何从一开始就让它顺利移动,而不是“冻结”?
我的代码:
<!doctype html>
<html>
<head>
<meta http-content="Content-type" charset="utf-8">
<title>Make body move smoothly</title>
<style type="text/css">
body {
}
canvas {
margin: auto;
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
border: 1px solid black;
}
</style>
</head>
<body>
<canvas id="canvas" width="400" height="600"></canvas>
<script type="text/javascript">
// Set up requestAnimationFrame and cancelAnimationFrame
(function() {
var lastTime =0;
var vendors=['ms', 'moz', 'webkit', 'o'];
for(var x=0; x<vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame=window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+ 'CancelAnimationFrame'] ||
window[vendors[x] +'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame=function(callback, element) {
var currTime =new Date().getTime();
var timeToCall =Math.max(0, 16 - (currTime - lastTime));
var id =window.setTimeout(function() { callback(currTime+timeToCall); },
timeToCall);
lastTime =currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame=function(id) {
clearTimeout(id);
};
}());
var canvas;
var ctx;
// ship data
var shipPositionX = document.getElementById('canvas').width/2;
var shipPositionY = document.getElementById('canvas').height - 30;
var deltaShipPositionX = 10;
var deltaShipPositionY = 10;
function init() {
canvas = document.getElementById('canvas');
ctx = canvas.getContext('2d');
draw();
}
function draw(){
clear();
createRectangleToCoverCanvas();
createSpaceShip(shipPositionX, shipPositionY, 10);
requestAnimationFrame(draw);
}
function clear(){
ctx.clearRect(0, 0, document.getElementById('canvas').width, document.getElementById('canvas').height);
}
function createRectangleToCoverCanvas(){
ctx.fillStyle = 'black';
ctx.strokeStyle = 'black';
ctx.beginPath();
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
function createSpaceShip(x, y, radius) {
ctx.fillStyle = 'white'
ctx.strokeStyle = 'white'
ctx.beginPath();
ctx.rect(x, y, 20, 20);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
function moveSpaceShip(event){
switch(event.keyCode){
// left
case 37:
if(shipPositionX - deltaShipPositionX + 15 > 0){
shipPositionX -= deltaShipPositionX;
}
break;
// up
case 38:
if(shipPositionY - deltaShipPositionY + 15 > 0){
shipPositionY -= deltaShipPositionY;
}
break;
// right
case 39:
if(shipPositionX + deltaShipPositionX < document.getElementById('canvas').width){
shipPositionX += deltaShipPositionX;
}
break;
//down
case 40:
if(shipPositionY + deltaShipPositionY < document.getElementById('canvas').height){
shipPositionY += deltaShipPositionY;
}
break;
}
}
window.addEventListener('load', init);
window.addEventListener('keydown', moveSpaceShip, true);
</script>
</body>
</html>
请注意我的代码与此示例之间的区别:http://atomicrobotdesign.com/blog_media/sprite_sheet/spritesheet.html
看看这个例子是如何顺利的,但我的“太空船”不是? 为什么会发生这种情况?我该如何解决?是因为该示例使用精灵(但这似乎没有多大意义)?
答案 0 :(得分:2)
问题是您等待每个keydown
事件更新船位
keydown事件在再次触发之前会有一段延迟:您在开始时遇到的延迟以及每次重绘时遇到的跳跃。
此处的解决方案是触发keydown
上的移动并在keyup
上释放。这样,只要按下按钮,您的船就会顺利移动。
// Im' assuming most of visitors here have recent browsers, so I removed the rAF polyfill for readibility
// If you wrap it after the canvas element decalaration, you can already populate this variable, it will avoid that you make a lot of calls to document.getElementById()
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
// ship data
var shipPositionX = canvas.width / 2;
// Just for the snippet height
var shipPositionY = 0;
var deltaShipPositionX = 10;
var deltaShipPositionY = 10;
//Removed the init() function, since our elements are loaded.
function draw() {
clear();
createRectangleToCoverCanvas();
createSpaceShip(shipPositionX, shipPositionY, 10);
}
function clear() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
function createRectangleToCoverCanvas() {
ctx.fillStyle = 'black';
ctx.strokeStyle = 'black';
ctx.beginPath();
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.fill();
ctx.stroke();
}
function createSpaceShip(x, y, radius) {
ctx.fillStyle = 'white'
ctx.strokeStyle = 'white'
ctx.beginPath();
ctx.rect(x, y, 20, 20);
ctx.fill();
ctx.stroke();
}
// instantiate a variable that will store our animationFrame id, so we can cancel it further
var raf,
// the direction object, with an x and y values
direction = {
x: 0,
y: 0
};
// we can set a speed variable
var speed = 2.5;
function triggerMoveSpaceShip(event) {
switch (event.keyCode) {
// left
case 37:
// update the direction object
direction.x = -speed;
// avoid the scroll in the snippet
event.preventDefault();
break;
// up
case 38:
direction.y = -speed;
event.preventDefault();
break;
// right
case 39:
direction.x = speed;
event.preventDefault();
break;
//down
case 40:
direction.y = speed;
event.preventDefault();
break;
}
// if we haven't initiated the animation yet, and that our direction is not 0, then do it now
if (!raf && (direction.x || direction.y)) moveSpaceShip();
}
function releaseMoveSpaceShip(event) {;
switch (event.keyCode) {
// left
case 37:
//reset this direction
direction.x = 0;
break;
// up
case 38:
direction.y = 0;
break;
// right
case 39:
direction.x = 0;
break;
//down
case 40:
direction.y = 0;
break;
}
if (!direction.x && !direction.y) {
// if none of the directions is set, stop the animation
cancelAnimationFrame(raf);
raf = undefined;
}
}
function moveSpaceShip() {
// declare our animation function
var move = function() {
// update the positions without going out of the screen
// Sorry, this is dirty...
if(direction.x){
if(
(shipPositionX > 0 && shipPositionX < canvas.width-20) ||
(shipPositionX <= 0 && direction.x > 0) ||
(shipPositionX >= canvas.width-20 && direction.x < 0))
shipPositionX += direction.x;
}
if(direction.y){
if(
(shipPositionY > 0 && shipPositionY < canvas.height-20) ||
(shipPositionY <= 0 && direction.y > 0) ||
(shipPositionY >= canvas.width-20 && direction.y < 0))
shipPositionY += direction.y;
}
// finally draw ou ship
draw();
// update our raf id
raf = requestAnimationFrame(move);
};
// let's go !
raf = requestAnimationFrame(move);
}
draw();
window.addEventListener('keydown', triggerMoveSpaceShip, true);
window.addEventListener('keyup', releaseMoveSpaceShip, true);
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canvas {
margin: auto;
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
border: 1px solid black;
}
body{
overflow: none;
}
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<canvas id="canvas" width="400" height="200"></canvas>
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