我正在HTML5画布中构建一个简单的级别放置脚本,我实际上无法放下每个元素。我已经编写了一个创建网格的for循环,然后我试图创建一个新的循环来迭代我的级别中的每个语句'用于为每个图像设置位置的数组。我之前没有用Canvas做过很多事情;因此,我不确定在放置这些图像方面我做错了什么;我在jQuery中编写了一些非常类似的东西,它运行得很好 - 实际上,我复制并粘贴了代码,但它似乎并不适用于Canvas。任何帮助将不胜感激!
这是代码的片段;原谅过度评论,当我无法理解为什么某些东西不起作用时,这只是我要做的事情。它就像一个内联橡皮鸭。
var $levelArray = [
[0, 0, 0, "blue", "blue"],
[0, "gray", 0, 0, 0],
["blue", "blue", "green", 0, "blue"],
["blue", 0, "yellow", 0, 0],
[0, 0, 0, "gray", 0],
["red", 0, 0, 0, 0]];
var border = 5, // set grid details
spaceWidth = 80,
spaceAmount = 5;
// create a tiled image
function makeTile(imageUrl, horizontalPosition, verticalPosition) {
var tile = new Image();
tile.onload = function() {
context.drawImage(tile, horizontalPosition, verticalPosition);
}
tile.src = imageUrl;
}
// place the image tiles on the board
for (var i=0; i < ($levelArray.length - 1); i++) {
var row = $levelArray[i]; // set each row's iterative position
var rowHeight = 5;
for (var j=0; j < row[j].length; j++) {
var rowPosition = 5; // set the left margin of each element
if (row[j] == 0) {
rowPosition += (spaceWidth + 5); // if an element does not exist, jump forwards to the next space
} else {
//if one DOES exist, place an image in this space
makeTile("http://lorempixel.com/80/80", rowPosition, rowHeight);
rowPosition += (spaceWidth + 5); // then move to the next space
};
};
rowHeight += (spaceWidth + 5); // once a row is complete, drop to the next row's positions
};
我在这里的codepen中有这个:http://codepen.io/sarsparillo/pen/vNrWQG
我不确定为什么它一次只加载一个图像并将其放在我网格上的0,0空间中;在jQuery中使用非常相似的代码(当前代码,这是非常遍布整个地方,有点不洁,在这里 - http://codepen.io/sarsparillo/pen/GpdjYY)将元素放在正确的位置就好了。
更多,当我向那些for循环添加一个console.log语句时,老实说,我无法解决它从何处获取数据。就像,一次迭代给了我绿绿黄&#39;作为行[j]中的项目,另一个&#39;蓝灰色蓝色&#39; - Canvas在迭代数组时做了一些绝对奇怪的事吗?我看不出它是怎么回事,因为这只是Javascript,但是......?
有没有人知道为什么会这样,或者有关如何解决此问题的任何提示?理论上,它应该只是将空间宽度+边距宽度添加到每个方形的起点,所以我不确定为什么它只是......不是。
答案 0 :(得分:2)
jsFiddle:https://jsfiddle.net/CanvasCode/4gr9apqm/
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var border = 5, // set grid details
spaceWidth = 80,
spaceAmount = 5;
var $levelArray = [
["blue", 0, 0, "blue", "blue"],
[0, "gray", 0, 0, 0],
["blue", "blue", "green", 0, "blue"],
["blue", 0, "yellow", 0, 0],
[0, 0, 0, "gray", 0],
["red", 0, 0, 0, 0]
];
canvas.width = (spaceWidth * spaceAmount) + (5 * spaceAmount) + 5; // and here's the canvas size
canvas.height = (spaceWidth * spaceAmount) + (5 * spaceAmount) + 5;
// make a rounded corner square; using a sizing hack to make sure that strokes don't effect the full size of the item
function square(originX, originY, size, corner, fill) {
var startFromX = originX + (corner / 2);
var startFromY = originY + (corner / 2);
var extentsX = startFromX + (size - corner);
var extentsY = startFromY + (size - corner);
context.lineJoin = "round";
context.lineWidth = corner;
context.fillStyle = "#513574";
context.strokeStyle = fill;
context.beginPath();
context.moveTo(startFromX, startFromY);
context.lineTo(startFromX, extentsY);
context.lineTo(extentsX, extentsY);
context.lineTo(extentsX, startFromY);
context.closePath();
context.stroke();
context.fill();
}
// build a grid of said squares
function squareGrid(spacing, size, corner, color, amount) {
for (var x = 0; x < amount; x++) {
// build rows
for (var y = 0; y < amount; y++) {
// build column spacing in each row
square(5 + (size * x) + (spacing * x), 5 + (size * y) + (spacing * y), size, corner, color);
// build each square
}
};
};
// actually parse the arguments for said square
squareGrid(border, spaceWidth, (border * 2), "#f13574", spaceAmount);
// create a tiled image
function makeTile(tile, horizontalPosition, verticalPosition) {
switch (tile) {
case "blue":
context.fillStyle = "#00F";
context.fillRect(horizontalPosition, verticalPosition, 80, 80);
break;
case "green":
context.fillStyle = "#0F0";
context.fillRect(horizontalPosition, verticalPosition, 80, 80);
break;
case "red":
context.fillStyle = "#F00";
context.fillRect(horizontalPosition, verticalPosition, 80, 80);
break;
case "gray":
context.fillStyle = "#999";
context.fillRect(horizontalPosition, verticalPosition, 80, 80);
break;
case "yellow":
context.fillStyle = "#FF0";
context.fillRect(horizontalPosition, verticalPosition, 80, 80);
break;
}
};
var gapHeight = 5;
var gapWidth = 5;
for (var y = 0; y < $levelArray.length - 1; y++) {
var row = $levelArray[y];
for (var x = 0; x < row.length; x++) {
var newXPos = (gapWidth * (x + 1)) + (80 * x);
var newYPos = (gapHeight * (y + 1)) + (80 * y)
makeTile($levelArray[y][x], newXPos, newYPos);
}
}
我所有改变的基本上是你如何访问2D阵列和位置计算。基本上,您访问的第一件事是您的Y位置,然后从Y位置查看该行上的所有块。所以我们首先找到&#34;在我的情况下&#34; blue, 0, 0, blue, blue
。因此所有这些都将具有y位置0,然后它将从0,80,160等开始。但是因为你想要在块之间存在间隙,你还必须通过当时的x和y值来加倍间隙:)