更新 将其更改为以下内容并注意到速度提升。现在的问题是玩家只需在没有动画帧的情况下滑动。
var animator, frames;
animator = window.setInterval(function(){
if(currentFrame == totalFrames){
clearInterval(animator);
currentFrame = 0;
update();
isMoving = 0;
return;
}
xPosition += x;
yPosition += y;
frames = window.requestAnimationFrame(animator);
currentFrame++;
update();
},frames);
我目前面临的一些问题是:地图边缘代码部分完全被破坏了。我只是试图让玩家无法超越canvas.width / canvas.height。此外,我的球员运动非常缓慢且反应迟钝。我认为这是因为我添加了isMoving检查。我希望能够更顺畅地移动。现在这个角色需要很长时间才能移动,我觉得我好像在滞后。此外,由于某种原因,有时它会移动不止一次。它发生时完全随机。任何帮助将不胜感激
var playerSprite = new Image();
playerSprite.src = "male.png";
var playerWidth = 64;
var playerHeight = 64;
var currentFrame = 0;
var totalFrames = 8;
var moveDistance = 4; // move 4 pixels
var xPosition = 300;
var yPosition = 200;
var direction = 2; // south, options: 0 - 3
var isMoving = 0;
var canvas, context;
window.addEventListener("load", function(){
canvas = document.getElementById('map');
context = canvas.getContext('2d');
})
function draw(){
context.drawImage(playerSprite,currentFrame * playerWidth, direction* playerHeight ,playerWidth,playerHeight,xPosition,yPosition,playerWidth,playerHeight);
}
function update()
{
clearMap();
draw();
}
function move(x, y){
if(isMoving)return;
isMoving = 1;
if(x > 0) direction = 3;
else if(x < 0) direction = 1;
if(y > 0) direction = 2;
else if(y < 0) direction = 0;
//update direction no matter what, implemented
// in order for directions to update
// when changing directions in map edges
//update();
/* Broken
if(xPosition + playerWidth + x > canvas.width)return; //works
else if(xPosition - x < 0)return; // player gets stuck
if(yPosition + playerHeight + y > canvas.height)return; //works
else if(yPosition - y < 0)return; // player gets stuck
//xPosition += x;
//yPosition += y;
*/
//actual animation update
var animator;
animator = window.setInterval(function(){
if(currentFrame == totalFrames){
clearInterval(animator);
currentFrame = 0;
update();
isMoving = 0;
return;
}
xPosition += x;
yPosition += y;
currentFrame++;
update();
},1000/16);
}
function clearMap(){
context.clearRect(0, 0, canvas.width, canvas.height);
}
function keyPress(e)
{
if(currentFrame == totalFrames){
currentFrame = 0;
}
switch(e.keyCode){
case 38: move(0, -moveDistance); break;
case 40: move(0, +moveDistance); break;
case 39: move(+moveDistance, 0); break;
case 37: move(-moveDistance, 0); break;
}
}
window.addEventListener("load", update, false);
window.addEventListener("keydown",keyPress);
答案 0 :(得分:3)
我改变了要点:
setInterval
。相反,我们让浏览器以可以使用requestAnimationFrame
。update()
)。在此之前,您每次按一个键时都会进行一系列计算并启动新的背景循环。那很糟糕。如果有人要混合箭头键,浏览器必须在后台处理100 + setInterval
个。练习:
requestAnimationFrame
文档也会有所帮助。以下是代码:
var playerSprite = new Image();
playerSprite.src = "male.png";
var playerWidth = 64;
var playerHeight = 64;
var currentFrame = 0;
var totalFrames = 8;
var direction = 2; // south, options: 0 - 3
var moveDistance = 4; // move 4 pixels
var xPosition = 300;
var yPosition = 200;
var left = 0,
right = 0,
up = 0,
down = 0;
var canvas, context;
window.addEventListener("keydown", keyPress);
window.addEventListener("keyup", keyRelease);
window.addEventListener("load", function(){
canvas = document.getElementById('map');
context = canvas.getContext('2d');
// tells the browser to call update() as soon as it's ready
// this prevents lockups, and also the browser regulates the FPS
window.requestAnimationFrame(update);
});
function update() {
// EVERYTHING game related happens in update (except listening for key events).
// This keeps everything organized, and prevents any lag/slowdown issues
// handles player movement and animation
movePlayer();
// handles all drawing
draw();
// lets the browser know we're ready to draw the next frame
window.requestAnimationFrame(update);
}
function movePlayer() {
if(left) {
xPosition -= moveDistance;
direction = 1;
}
if(right) {
xPosition += moveDistance;
direction = 3;
}
if(up) {
yPosition -= moveDistance;
direction = 0;
}
if(down) {
yPosition += moveDistance;
direction = 2;
}
// all this code happens every frame
// in english: if we're moving, advance to the next frame
if(left || right || up || down) {
currentFrame ++;
if(currentFrame == totalFrames) currentFrame = 0;
}
}
function draw() {
// clear the map
context.clearRect(0, 0, canvas.width, canvas.height);
// draw the next frame
context.drawImage(playerSprite, currentFrame * playerWidth, direction * playerHeight,
playerWidth, playerHeight,
xPosition, yPosition,
playerWidth, playerHeight);
}
// keyPress and keyRelease ensure that the variables are
// equal to 1 if pressed and 0 otherwise.
function keyPress(e)
{
switch(e.keyCode){
case 38: up = 1; break;
case 40: down = 1; break;
case 39: right = 1; break;
case 37: left = 1; break;
}
}
function keyRelease(e)
{
switch(e.keyCode){
case 38: up = 0; break;
case 40: down = 0; break;
case 39: right = 0; break;
case 37: left = 0; break;
}
}
答案 1 :(得分:0)
编辑:忘记提及我选择在我的播放器移动中包含delta而不是我的更新()重绘以防止整个游戏以20 fps运行。
忘记发布我修订过的功能齐全的代码。谢谢@Entity帮我解决了&lt; 3。正如你所看到的,我已经开始采取更多的自由和实验。
var fps = 20, fpsInterval = 1000/fps, now, then = Date.now(), delta;
var moving = {38:0, 40:0, 39:0, 37:0} // north, south, east, west
function move(direction, toggle){moving[direction] = toggle}
function keyDown(e){move(e.keyCode,1)}
function keyUp(e){move(e.keyCode,0)}
function playerMovement(){
now = Date.now();
delta = now - then;
if(delta > fpsInterval){
then = now - (delta % fpsInterval);
// north = 38, south = 40, east = 39, west = 37
// stop movement stall from opposite directions
if(moving[38] && moving[40]){move(40,0)}
if(moving[39] && moving[37]){move(37,0)}
// flip order to change diagonal rendering mode
if(moving[38]) {direction = 0; yPosition -= moveDistance};
if(moving[40]) {direction = 2; yPosition += moveDistance};
if(moving[39]) {direction = 3; xPosition += moveDistance};
if(moving[37]) {direction = 1; xPosition -= moveDistance};
if(moving[38] || moving[40] || moving[39] || moving[37]) currentFrame++;
if(currentFrame == totalFrames) currentFrame = 0;
}
}