我正在研究浏览器游戏,我想制作地图,你可以四处走动,与怪物战斗,购买一些东西,但只有地图。其他一切都将在不同的页面中。
所以我制作了包含多个循环图像的地图。 它从数据库读取值世界,x和y。我已经使它与ajax一起使用,因此每次移动时页面都不刷新,但我想使用Canvas制作这个地图。
$ystart = $y - 2;
$ymax = $y + 2;
$xstart = $x - 3;
$xmax = $x + 3;
for($y=$ystart;$y<=$ymax;$y++){
echo "<tr>";
for($x=$xstart;$x<=$xmax;$x++){
// echo "<td><img src=images/map/day/".$x."_".$y.".jpg width=100 height=100 border=0></td>\n";
if($x==$posx and $y==$posy){
echo "<td background=images/map/world_".$world."/".$y."_".$x.".jpg><img src=images/char.png width=100 height=100 border=0></td>";
} else{
echo "<td><img src=images/map/world_".$world."/".$y."_".$x.".jpg width=100 height=100 border=0></td>";
}
}
echo "</tr>";
}?>
到目前为止我已经这样做了
body {
margin: 0;
}
canvas {
border: 1px solid #d3d3d3;
background-color: #f1f1f1;
}
&#13;
<body onload="startGame()">
<script>
var myGamePiece;
var myUpBtn;
var myDownBtn;
var myLeftBtn;
var myRightBtn;
function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
myUpBtn = new component(30, 30, "blue", 50, 10);
myDownBtn = new component(30, 30, "blue", 50, 70);
myLeftBtn = new component(30, 30, "blue", 20, 40);
myRightBtn = new component(30, 30, "blue", 80, 40);
myGameArea.start();
}
var myGameArea = {
canvas: document.createElement("canvas"),
start: function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('mousedown', function(e) {
myGameArea.x = e.pageX;
myGameArea.y = e.pageY;
})
window.addEventListener('mouseup', function(e) {
myGameArea.x = false;
myGameArea.y = false;
})
window.addEventListener('touchstart', function(e) {
myGameArea.x = e.pageX;
myGameArea.y = e.pageY;
})
window.addEventListener('touchend', function(e) {
myGameArea.x = false;
myGameArea.y = false;
})
window.addEventListener('keydown', function(e) {
myGameArea.key = e.keyCode;
})
window.addEventListener('keyup', function(e) {
myGameArea.key = false;
})
},
clear: function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y) {
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.clicked = function() {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var clicked = true;
if ((mybottom < myGameArea.y) || (mytop > myGameArea.y) || (myright < myGameArea.x) || (myleft > myGameArea.x)) {
clicked = false;
}
return clicked;
}
this.newPos = function() {
this.x += this.speedX;
this.y += this.speedY;
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
if (myGameArea.x && myGameArea.y) {
if (myUpBtn.clicked()) {
myGamePiece.y -= 1;
}
if (myDownBtn.clicked()) {
myGamePiece.y += 1;
}
if (myLeftBtn.clicked()) {
myGamePiece.x += -1;
}
if (myRightBtn.clicked()) {
myGamePiece.x += 1;
}
}
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
if (myGameArea.key && (myGameArea.key == 37 || myGameArea.key == 65)) {
myGamePiece.speedX = -1;
}
if (myGameArea.key && (myGameArea.key == 39 || myGameArea.key == 68)) {
myGamePiece.speedX = 1;
}
if (myGameArea.key && (myGameArea.key == 38 || myGameArea.key == 87)) {
myGamePiece.speedY = -1;
}
if (myGameArea.key && (myGameArea.key == 40 || myGameArea.key == 83)) {
myGamePiece.speedY = 1;
}
myGamePiece.newPos();
myUpBtn.update();
myDownBtn.update();
myLeftBtn.update();
myRightBtn.update();
myGamePiece.update();
}
</script>
</body>
&#13;
但我无法弄清楚如何根据x和y位置在画布上制作背景循环,以及如何在移动时更改它。
答案 0 :(得分:0)
我正在尝试自己学习画布,所以我一直在浏览这些问题。我认为你的尝试会很有趣。
基本上,我正在创建一个对象,并在每次迭代时移动它。我会不断检查我的物体的x位置。根据它的价值,我可以改变背景图像。
试一试,亲眼看看。尝试移动右箭头键,然后左箭头键。您会注意到背景图像发生了变化。
var canvas = document.getElementById("my-canvas");
var ctx = canvas.getContext("2d");
canvas.style.backgroundImage = "url('http://cdn.wonderfulengineering.com/wp-content/uploads/2014/07/background-wallpapers-26.jpg')";
function hero(x, y) {
this.x = x;
this.y = y;
this.moveLeft = function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
this.x -= 5;
drawHero(this.x, this.y);
};
this.moveRight = function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
this.x += 5;
drawHero(this.x, this.y);
};
this.moveUp = function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
this.y -= 5;
drawHero(this.x, this.y);
}
this.moveDown = function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
this.y += 5;
drawHero(this.x, this.y);
}
}
function drawHero(x,y) {
ctx.fillStyle = "red";
ctx.fillRect(x, y, 10, 10);
}
var hero1 = new hero(40, 40);
ctx.fillStyle = "red";
ctx.fillRect(40, 40, 10, 10);
window.addEventListener("keydown", function(event) {
if (event.keyCode == 38) {
hero1.moveUp();
}
else if (event.keyCode == 37) {
hero1.moveLeft();
}
else if (event.keyCode == 39) {
hero1.moveRight();
}
else {
hero1.moveDown();
}
});
setInterval(function() {
if (hero1.x <= 100) {
canvas.style.backgroundImage = "url('http://cdn.wonderfulengineering.com/wp-content/uploads/2014/07/background-wallpapers-26.jpg')";
}
else if (hero1.x > 100 && hero1.x <= 200) {
canvas.style.backgroundImage = "url('https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcRi2F1v1PXpOEYScFCbvmsV-74C573z8tFBvIPXwDO8d1KImpJ09Q')";
}
else {
canvas.style.backgroundImage = "url('https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSOSNoN1aLzWvpwrENvqPb4tKgzfeeqlMsUeC0fjdGABXXLdLIo')";
}
},50);
#my-canvas {
border: 1px solid black;
}
<canvas id="my-canvas" width="400" height="400"></canvas>