编辑:2015年9月18日摆脱那个屏幕问题,但又带来了另一个更烦人的问题。屏幕不断闪烁运动。
function drawMap(){
context.clearRect(0, 0,canvas.width, canvas.height);
context.drawImage(map, 0, 0);
context.drawImage(playerSprite, currentFrame * playerWidth, iconState * playerHeight,
playerWidth, playerHeight,xPosition, yPosition,playerWidth, playerHeight);
}
function move(x, y){
xPosition += x; yPosition += y;
context.translate(-x, -y);
context.save();
context.setTransform(1, 0, 0, 1, 0, 0);
context.clearRect(0, 0,canvas.width, canvas.height);
context.restore();
}
我的屏幕搞砸了,为什么T.T,我会在下面发布相关的代码片段。请帮我指出并解决这个问题。谢谢!
http://s14.postimg.org/9vwgy59gx/dafuq.png
var mapX = 0, mapY = 0, mapXOffset = 0, mapYOffset = 0;
function move(x, y){xPosition += x; yPosition += y; context.translate(-x, -y)}
//context.translate is referring to the map canvas
function drawMap(){
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(map, mapX + mapXOffset, mapY + mapYOffset);
}
单独功能的一部分:
if(moving[38]) {faceDirection(38);move(0, -moveDistance); mapYOffset++}
if(moving[40]) {faceDirection(40);move(0, moveDistance); mapYOffset--}
if(moving[39]) {faceDirection(39);move(moveDistance, 0);mapXOffset++}
if(moving[37]) {faceDirection(37);move(-moveDistance,0);mapXOffset--}
这是我以任何方式/形状/形式改变地图的唯一时间。
答案 0 :(得分:0)
这是我为平台游戏写的一个功能,我放弃了。我测试了它,它的工作原理。相机边距是相机滚动的距离。
function testForScrolling()
{
var translateLeft = hero.x < leftCameraMargin
&& leftCameraMargin >= minCamX;
var translateRight = hero.x + hero.width > rightCameraMargin
&& rightCameraMargin <= maxCamX;
var translateUp = hero.y < topCameraMargin
&& topCameraMargin >= minCamY;
var translateDown = hero.y + hero.width > bottomCameraMargin
&& bottomCameraMargin <= maxCamY;
if (translateLeft)
{
leftCameraMargin -= hero.speed;
rightCameraMargin -= hero.speed;
translateCanvases(hero.speed, 0);
}
else if (translateRight)
{
leftCameraMargin += hero.speed;
rightCameraMargin += hero.speed;
translateCanvases(-1 * hero.speed, 0);
}
if (translateUp)
{
topCameraMargin -= hero.speed;
bottomCameraMargin -= hero.speed;
translateCanvases(0, hero.speed);
}
else if (translateDown)
{
topCameraMargin += hero.speed;
bottomCameraMargin += hero.speed;
translateCanvases(0, -1 * hero.speed);
}
}