这个问题(可能)不是由CSS中的宽度/高度引起的,因为它不是。 (How to avoid HTML Canvas auto-stretching) 当试图制作愤怒输入以证明我遇到的问题时,我发现当使用范围输入时,它表现得很陌生。它似乎代表了比我传入的更多的数字。 请检查我的代码并告诉我导致这一切的原因。 http://codepen.io/Magnesium/pen/wMwwgx
var engine = function(canvas) { // Trying to make a game engine when the problems started
this.canvas = canvas.getContext("2d");
this.defaultColor = "#FF0000";
this.clearCanvas = function() { // Clears canvas
this.canvas.clearRect(0, 0, canvas.width, canvas.height);
};
this.square = function(x, y, size, color) { // Makes a square. I don't see any problems, but if the error is caused by me it would probably be here
if (color == undefined) color = this.defaultColor;
this.canvas.fillStyle = color;
this.canvas.fillRect(x, y, x + size, y + size);
};
}
var canvas = document.getElementById("canvas");
var rangeX = document.getElementById("x");
var rangeY = document.getElementById("y");
var size = document.getElementById("sz");
var outX = document.getElementById("ox");
var outY = document.getElementById("oy");
var outSize = document.getElementById("osz");
var out = document.getElementById("out");
var enjin = new engine(canvas); // New engine
var defalt = false;
var src = document.getElementById("src");
setInterval(function() { // Called ~30 times a second
enjin.clearCanvas();
defalt ? enjin.square(50, 50, 50) : enjin.square(rangeX.value, rangeY.value, size.value);
defalt ? out.innerHTML = "enjin.square(50, 50, 50);" : out.innerHTML = "enjin.square("+rangeX.value+", "+rangeY.value+", "+size.value+");";
defalt ? src.innerHTML = "Using in-code values" : src.innerHTML = "Using slider values";
outX.innerHTML = rangeX.value;
outY.innerHTML = rangeY.value;
outSize.innerHTML = size.value;
}, 30);
答案 0 :(得分:2)
您传递给enjin.square
的值是字符串。您需要将它们解析为int:
enjin.square(parseInt(rangeX.value), parseInt(rangeY.value), parseInt(size.value));
这是一个有效的例子:
var engine = function(canvas) { // Trying to make a game engine when the problems started
this.canvas = canvas.getContext("2d");
this.defaultColor = "#FF0000";
this.clearCanvas = function() { // Clears canvas
this.canvas.clearRect(0, 0, canvas.width, canvas.height);
};
this.square = function(x, y, size, color) { // Makes a square. I don't see any problems, but if the error is caused by me it would probably be here
if (color == undefined) color = this.defaultColor;
this.canvas.fillStyle = color;
this.canvas.fillRect(x, y, x + size, y + size);
};
}
var canvas = document.getElementById("canvas");
var rangeX = document.getElementById("x");
var rangeY = document.getElementById("y");
var size = document.getElementById("sz");
var outX = document.getElementById("ox");
var outY = document.getElementById("oy");
var outSize = document.getElementById("osz");
var out = document.getElementById("out");
var enjin = new engine(canvas); // New engine
var defalt = false;
var src = document.getElementById("src");
setInterval(function() { // Called ~30 times a second
enjin.clearCanvas();
defalt ? enjin.square(50, 50, 50) : enjin.square(parseInt(rangeX.value), parseInt(rangeY.value), parseInt(size.value));
defalt ? out.innerHTML = "enjin.square(50, 50, 50);" : out.innerHTML = "enjin.square(" + rangeX.value + ", " + rangeY.value + ", " + size.value + ");";
defalt ? src.innerHTML = "Using in-code values" : src.innerHTML = "Using slider values";
outX.innerHTML = rangeX.value;
outY.innerHTML = rangeY.value;
outSize.innerHTML = size.value;
}, 30);
#canvas {
border: 1px solid black;
}
<canvas id='canvas' width='400' height='400'></canvas>
<br />X
<input type='range' id='x' /><span id='ox'></span>
<br />Y
<input type='range' id='y' /><span id='oy'></span>
<br />Size
<input type='range' id='sz' /><span id='osz'></span>
<br /><span id='out'></span>
<br />
<button onclick='defalt = !defalt;'>Default value toggle</button>
<span id='src'></span>