我尝试了几种不同的方法,但我无法让我的形象移动。每当我尝试调整箭头按键的代码时,它似乎只会让我的画布缩小,而我的玩家模型(太空人)也会消失。
这是我继续回归的“绘图板”,以及到目前为止我所拥有的。
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
// Create the image object
var spaceperson = new Image();
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, 280, 300);
};
// artwork by Harrison Marley (using make8bitart.com)
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";`
我对javascript很新,我只想弄清楚如何使用箭头键移动specperson图像。我试图让空间人员上课来访问他们的x,y值,但我似乎无法在不使用.onload
的情况下绘制图像
答案 0 :(得分:1)
这是一段稍微修改过的游戏代码,我在前面徘徊了一段时间。如果您想查看更多代码,请查看complete JS on GitHub。游戏不完整但你应该收集一些有用的线索,了解如何在画布上移动图像。
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答案 1 :(得分:1)
我不确定,但我认为这可以提供帮助。
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
var x = 280;
var y = 300;
// Create the image object
var spaceperson = new Image();
spaceperson.addEventListener("keypress", press);
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, x, y);
};
function press(event) {
if(event.keyCode == 37) {//LEFT
x = x - 1;
} else if(event.keyCode == 38) {//UP
y = y - 1;
} else if(event.keyCode ==39) {//RIGHT
x = x + 1;
} else if(event.keyCode == 40) {//DOWN
y = y + 1;
}
draw();
}
function draw(){
ctx.drawImage(spaceperson,x,y);
}
// artwork by Harrison Marley (using make8bitart.com)
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";

答案 2 :(得分:1)
这里有一个更完整的例子:
logger.js
修改强>
一个简单的问题(我希望);如果我以后添加其他对象,我会检查update()中的冲突吗?
这仍然是一个非常基本的例子。 //just a utility
function image(url, callback){
var img = new Image();
if(typeof callback === "function"){
img.onload = function(){
//just to ensure that the callback is executed async
setTimeout(function(){ callback(img, url) }, 0)
}
}
img.src = url;
return img;
}
//a utility to keep a value constrained between a min and a max
function clamp(v, min, max){
return v > min? v < max? v: max: min;
}
//returns a function that can be called with a keyCode or one of the known aliases
//and returns true||false wether the button is down
var isKeyDown = (function(aliases){
for(var i=256, keyDown=Array(i); i--; )keyDown[i]=false;
var handler = function(e){
keyDown[e.keyCode] = e.type === "keydown";
e.preventDefault(); //scrolling; if you have to suppress it
};
addEventListener("keydown", handler, false);
addEventListener("keyup", handler, false);
return function(key){
return(true === keyDown[ key in aliases? aliases[ key ]: key ])
}
})({
//some aliases, to be extended
up: 38,
down: 40,
left: 37,
right: 39
});
// Get the canvas and context
var canvas = document.getElementById("space");
canvas.width = 1920;
canvas.height = 700;
var ctx = canvas.getContext("2d");
//the acutal image is just a little-part of what defines your figue
var spaceperson = {
image: image("//i.imgur.com/Eh9Dpq2.png", function(img){
spaceperson.width = img.naturalWidth;
spaceperson.height = img.naturalHeight;
//start the rendering by calling update
update();
}),
//position
x: 60, y: 310,
width: 0, height: 0,
speed: 200 // 200px/s
};
var lastCall = 0; //to calculate the (real) time between two update-calls
//the render-fucntion
function update(){
//taking account for (sometimes changing) framerates
var now = Date.now(), time = lastCall|0 && (now-lastCall)/1000;
lastCall = now;
requestAnimationFrame(update);
var sp = spaceperson,
speed = sp.speed;
//checking the pressed buttons and calculates the direction
//two opposite buttons cancel out each other, like left and right
var dx = (isKeyDown('right') - isKeyDown('left')) * time,
dy = (isKeyDown('down') - isKeyDown('up')) * time;
//fix the speed for diagonals
if(dx && dy) speed *= 0.7071067811865475; // * 1 / Math.sqrt(2)
if(dx) { //there is some movement on the x-axes
sp.x = clamp(
//calculate the new x-Position
//currentPos + direction * speed
sp.x + dx * sp.speed,
//restraining the result to the bounds of the map
0, canvas.width - sp.width
);
}
//same for y
if(dy) sp.y = clamp(sp.y + dy * sp.speed, 0, canvas.height - sp.height);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(sp.image, sp.x, sp.y);
}
- 函数的主要目的应该是作为主事件循环。
要按照必须发生的顺序触发必须在每个帧发生的所有事件。
update()
不是说你现在必须实现所有这些功能,而是要让你了解一个可能的结构。
不要害怕将(功能)的大任务分解为子任务
为每个敌人提供var lastCall = 0;
function update(){
//I always want a next frame
requestAnimationFrame(update);
//handle timing
var now = Date.now(),
//time since the last call in seconds
//cause usually it's easier for us to think in
//tems like 50px/s than 0.05px/ms or 0.8333px/frame
time = lastCall|0 && (now-lastCall) / 1000;
lastCall = now;
movePlayer(time);
moveEnemies(time);
moveBullets(time);
collisionDetection();
render();
}
function render(){
ctx.clear(0, 0, canvas.width, canvas.height);
drawBackground(ctx);
for(var i=0; i<enemies.length; ++i)
enemies[i].render(ctx);
player.render(ctx);
}
功能可能是有意义的,这样你就可以为每个敌人实施不同的运动模式,
或者你说这个模式对于每个敌人都是(并且将会)完全相同,最好参数化,然后你可以在循环中处理它。
渲染也是一样,正如我在代码的最后部分所示。
答案 3 :(得分:0)
我找到了解决方案!
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
var xPos = 60;
var yPos = 310;
// Create the image object
var spaceperson = new Image();
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, xPos, yPos);
};
function move(e){
if(e.keyCode==39){
xPos+=10;
}
if(e.keyCode==37){
xPos-=10;
}
if(e.keyCode==38){
yPos-=10;
}
if(e.keyCode==40){
yPos+=10;
}
canvas.width=canvas.width;
ctx.drawImage(spaceperson, xPos, yPos);
}
document.onkeydown = move;
// artwork by Harrison Marley
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";