我正在使用Canvas API在Javascript中制作基于图块的游戏。我一直关注MDN的square tilemap scrolling tutorial。它可以工作,但是当你移动相机时,它不会渲染所有的瓷砖,特别是当你向下和向右移动时。我已经尝试过复制和粘贴并用教程替换我的代码,但它仍然不起作用。
以下是客户端代码:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var tiles = new Image();
tiles.src = "img/tiles.png";
var socket = io();
function Loader(game) {
this.game = game;
this.images = {}
}
Loader.prototype.loadImage = function(id, url, tile) {
var image = new Image();
image.src = url;
this.images[id] = {
img: image,
url: url,
tile: tile
}
}
Loader.prototype.ready = function() {
this.game.loadImages(this.images);
}
function Game(canvas, map,camera) {
this.canvas = canvas;
this.ctx = this.canvas.getContext('2d');
this.monsters = [];
this.player = {};
this.map = map;
this.timestamp = function() {
return window.performance && window.performance.now ? window.performance.now() : new Date().getTime();
}
this.camera = camera||{
x: 0,
y: 0,
width: 256,
height: 256
}
}
Game.prototype.init = function(ts) {
this.current = {
tileset: this.images[ts]
}
this.width = this.map.cols * this.map.tsize;
this.height = this.map.rows * this.map.tsize;
this.canvas.height=1000;
this.canvas.width=1000;
this.camera.maxX = this.map.cols * this.map.tsize - this.camera.width;
this.camera.maxY = this.map.rows * this.map.tsize - this.camera.height;
}
Game.prototype.loadImages = function(images) {
this.images = images;
}
Game.prototype.start = function() {
this.now = 0;
this.dt = 0;
this.last = this.timestamp();
this.frame();
}
Game.prototype.update = function(delta) {
var dirx = 0;
var diry = 0;
if (KEYS.LEFT) { dirx = -1; }
if (KEYS.RIGHT) { dirx = 1; }
if (KEYS.UP) { diry = -1; }
if (KEYS.DOWN) { diry = 1; }
this.camera.move(delta, dirx, diry);
}
Game.prototype.render = function(delta) {
this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height);
var startCol = Math.floor(this.camera.x / this.map.tsize);
var endCol = startCol + (this.camera.width / this.map.tsize);
var startRow = Math.floor(this.camera.y / this.map.tsize);
var endRow = startRow + (this.camera.height / this.map.tsize);
var offsetX = -this.camera.x + startCol * this.map.tsize;
var offsetY = -this.camera.y + startRow * this.map.tsize;
for(var c = startCol; c <= endCol; c++) {
for(var r = startRow; r <= endRow; r++) {
var tile = this.getTile(c, r);
var x = (c - startCol) * this.map.tsize + offsetX;
var y = (r - startRow) * this.map.tsize + offsetY;
if(tile !== 0) {
ctx.drawImage(
this.current.tileset.img, //image
(tile - 1) * this.map.tsize,
0,
this.map.tsize,
this.map.tsize,
Math.round(x),
Math.round(y),
this.map.tsize,
this.map.tsize
)
}
}
}
}
Game.prototype.frame = function() {
this.now = this.timestamp();
this.dt = (this.now - this.last) / 1000; // duration in seconds
this.update(this.dt);
this.render(this.dt);
this.last = this.now;
requestAnimationFrame(this.frame.bind(this));
};
Game.prototype.getTile = function(x, y) {
return this.map.layer[y * this.map.cols + x];
}
function Camera(map, width, height) {
this.x = 0;
this.y = 0;
this.width = width;
this.height = height;
this.maxX = map.cols * map.tsize - width;
this.maxY = map.rows * map.tsize - height;
}
Camera.SPEED = 256; // pixels per second
Camera.prototype.move = function (delta, dirx, diry) {
// move camera
this.x += dirx * Camera.SPEED * delta;
this.y += diry * Camera.SPEED * delta;
// clamp values
this.x = Math.max(0, Math.min(this.x, this.maxX));
this.y = Math.max(0, Math.min(this.y, this.maxY));
};
var KEYS = {
};
function handleKey(down, e, key) {
switch(key) {
case 37:
KEYS.LEFT = down;
break;
case 38:
KEYS.UP = down;
break;
case 39:
KEYS.RIGHT = down;
break;
case 40:
KEYS.DOWN = down;
break;
default:
KEYS[String.fromCharCode(key)] = down;
break;
}
};
document.onkeydown = function(e) {
handleKey(true, e, e.which);
};
document.onkeyup = function(e) {
handleKey(false, e, e.which);
};
function getHelp(s) {
socket.emit('help', s);
}
var map = {
cols: 12,
rows: 12,
tsize: 64,
layer: [
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 3,
3, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 3,
3, 3, 3, 1, 1, 2, 3, 3, 3, 3, 3, 3
]
};
var camera = new Camera(map,256,256);
var game = new Game(canvas, map,camera);
var loader = new Loader(game);
loader.loadImage('set1', 'img/tiles.png', 64);
loader.ready();
game.init('set1');
game.start();
您还可以找到存储库here。
答案 0 :(得分:1)
你的游戏运行正常。你有一个256x256像素的相机窗口。在渲染过程中,这个空间完全被瓷砖填满。如果您被相机窗口外的“消失”瓷砖所困扰,请使用clipping rectangle或缩小画布尺寸以对应相机尺寸。
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
function Loader(game) {
this.game = game;
this.images = {}
}
Loader.prototype.loadImage = function(id, url, tile) {
var image = new Image();
image.src = url;
this.images[id] = {
img: image,
url: url,
tile: tile
}
}
Loader.prototype.ready = function() {
this.game.loadImages(this.images);
}
function Game(canvas, map,camera) {
this.canvas = canvas;
this.ctx = this.canvas.getContext('2d');
this.monsters = [];
this.player = {};
this.map = map;
this.timestamp = function() {
return window.performance && window.performance.now ? window.performance.now() : new Date().getTime();
}
this.camera = camera||{
x: 0,
y: 0,
width: 256,
height: 256
}
}
Game.prototype.init = function(ts) {
this.current = {
tileset: this.images[ts]
}
this.width = this.map.cols * this.map.tsize;
this.height = this.map.rows * this.map.tsize;
this.canvas.width = this.camera.width;
this.canvas.height = this.camera.height;
this.camera.maxX = this.map.cols * this.map.tsize - this.camera.width;
this.camera.maxY = this.map.rows * this.map.tsize - this.camera.height;
}
Game.prototype.loadImages = function(images) {
this.images = images;
}
Game.prototype.start = function() {
this.now = 0;
this.dt = 0;
this.last = this.timestamp();
this.frame();
}
Game.prototype.update = function(delta) {
var dirx = 0;
var diry = 0;
if (KEYS.LEFT) { dirx = -1; }
if (KEYS.RIGHT) { dirx = 1; }
if (KEYS.UP) { diry = -1; }
if (KEYS.DOWN) { diry = 1; }
this.camera.move(delta, dirx, diry);
}
Game.prototype.render = function(delta) {
this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height);
var startCol = Math.floor(this.camera.x / this.map.tsize);
var endCol = startCol + (this.camera.width / this.map.tsize);
var startRow = Math.floor(this.camera.y / this.map.tsize);
var endRow = startRow + (this.camera.height / this.map.tsize);
var offsetX = -this.camera.x + startCol * this.map.tsize;
var offsetY = -this.camera.y + startRow * this.map.tsize;
for(var c = startCol; c <= endCol; c++) {
for(var r = startRow; r <= endRow; r++) {
var tile = this.getTile(c, r);
var x = (c - startCol) * this.map.tsize + offsetX;
var y = (r - startRow) * this.map.tsize + offsetY;
if(tile !== 0) {
ctx.drawImage(
this.current.tileset.img, //image
(tile - 1) * this.map.tsize,
0,
this.map.tsize,
this.map.tsize,
Math.round(x),
Math.round(y),
this.map.tsize,
this.map.tsize
)
}
}
}
}
Game.prototype.frame = function() {
this.now = this.timestamp();
this.dt = (this.now - this.last) / 1000; // duration in seconds
this.update(this.dt);
this.render(this.dt);
this.last = this.now;
requestAnimationFrame(this.frame.bind(this));
};
Game.prototype.getTile = function(x, y) {
return this.map.layer[y * this.map.cols + x];
}
function Camera(map, width, height) {
this.x = 0;
this.y = 0;
this.width = width;
this.height = height;
this.maxX = map.cols * map.tsize - width;
this.maxY = map.rows * map.tsize - height;
}
Camera.SPEED = 256; // pixels per second
Camera.prototype.move = function (delta, dirx, diry) {
// move camera
this.x += dirx * Camera.SPEED * delta;
this.y += diry * Camera.SPEED * delta;
// clamp values
this.x = Math.max(0, Math.min(this.x, this.maxX));
this.y = Math.max(0, Math.min(this.y, this.maxY));
};
var KEYS = {
};
function handleKey(down, e, key) {
switch(key) {
case 37:
KEYS.LEFT = down;
break;
case 38:
KEYS.UP = down;
break;
case 39:
KEYS.RIGHT = down;
break;
case 40:
KEYS.DOWN = down;
break;
default:
KEYS[String.fromCharCode(key)] = down;
break;
}
};
document.onkeydown = function(e) {
handleKey(true, e, e.which);
};
document.onkeyup = function(e) {
handleKey(false, e, e.which);
};
function getHelp(s) {
socket.emit('help', s);
}
var map = {
cols: 12,
rows: 12,
tsize: 64,
layer: [
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 3,
3, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 3,
3, 3, 3, 1, 1, 2, 3, 3, 3, 3, 3, 3
]
};
var camera = new Camera(map,256,256);
var game = new Game(canvas, map,camera);
var loader = new Loader(game);
loader.loadImage('set1', 'http://i.stack.imgur.com/PPVJH.jpg', 64);
loader.ready();
game.init('set1');
game.start();
<canvas id="canvas"></canvas>
如果你想要一个固定的画布尺寸和e。 G。将相机窗口置于中间位置,使用此方法:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
function Loader(game) {
this.game = game;
this.images = {}
}
Loader.prototype.loadImage = function(id, url, tile) {
var image = new Image();
image.src = url;
this.images[id] = {
img: image,
url: url,
tile: tile
}
}
Loader.prototype.ready = function() {
this.game.loadImages(this.images);
}
function Game(canvas, map,camera) {
this.canvas = canvas;
this.ctx = this.canvas.getContext('2d');
this.monsters = [];
this.player = {};
this.map = map;
this.timestamp = function() {
return window.performance && window.performance.now ? window.performance.now() : new Date().getTime();
}
this.camera = camera||{
x: 0,
y: 0,
width: 256,
height: 256
}
}
Game.prototype.init = function(ts) {
this.current = {
tileset: this.images[ts]
}
this.width = this.map.cols * this.map.tsize;
this.height = this.map.rows * this.map.tsize;
this.camera.maxX = this.map.cols * this.map.tsize - this.camera.width;
this.camera.maxY = this.map.rows * this.map.tsize - this.camera.height;
}
Game.prototype.loadImages = function(images) {
this.images = images;
}
Game.prototype.start = function() {
this.now = 0;
this.dt = 0;
this.last = this.timestamp();
this.frame();
}
Game.prototype.update = function(delta) {
var dirx = 0;
var diry = 0;
if (KEYS.LEFT) { dirx = -1; }
if (KEYS.RIGHT) { dirx = 1; }
if (KEYS.UP) { diry = -1; }
if (KEYS.DOWN) { diry = 1; }
this.camera.move(delta, dirx, diry);
}
Game.prototype.render = function(delta) {
this.ctx.fillRect(0,0,this.canvas.width,this.canvas.height);
this.ctx.save();
this.ctx.translate((this.canvas.width-this.camera.width)/2, (this.canvas.height-this.camera.height)/2);
this.ctx.rect(0,0,this.camera.width, this.camera.height);
this.ctx.clip();
var startCol = Math.floor(this.camera.x / this.map.tsize);
var endCol = startCol + (this.camera.width / this.map.tsize);
var startRow = Math.floor(this.camera.y / this.map.tsize);
var endRow = startRow + (this.camera.height / this.map.tsize);
var offsetX = -this.camera.x + startCol * this.map.tsize;
var offsetY = -this.camera.y + startRow * this.map.tsize;
for(var c = startCol; c <= endCol; c++) {
for(var r = startRow; r <= endRow; r++) {
var tile = this.getTile(c, r);
var x = (c - startCol) * this.map.tsize + offsetX;
var y = (r - startRow) * this.map.tsize + offsetY;
if(tile !== 0) {
ctx.drawImage(
this.current.tileset.img, //image
(tile - 1) * this.map.tsize,
0,
this.map.tsize,
this.map.tsize,
Math.round(x),
Math.round(y),
this.map.tsize,
this.map.tsize
)
}
}
}
this.ctx.restore();
}
Game.prototype.frame = function() {
this.now = this.timestamp();
this.dt = (this.now - this.last) / 1000; // duration in seconds
this.update(this.dt);
this.render(this.dt);
this.last = this.now;
requestAnimationFrame(this.frame.bind(this));
};
Game.prototype.getTile = function(x, y) {
return this.map.layer[y * this.map.cols + x];
}
function Camera(map, width, height) {
this.x = 0;
this.y = 0;
this.width = width;
this.height = height;
this.maxX = map.cols * map.tsize - width;
this.maxY = map.rows * map.tsize - height;
}
Camera.SPEED = 256; // pixels per second
Camera.prototype.move = function (delta, dirx, diry) {
// move camera
this.x += dirx * Camera.SPEED * delta;
this.y += diry * Camera.SPEED * delta;
// clamp values
this.x = Math.max(0, Math.min(this.x, this.maxX));
this.y = Math.max(0, Math.min(this.y, this.maxY));
};
var KEYS = {
};
function handleKey(down, e, key) {
switch(key) {
case 37:
KEYS.LEFT = down;
break;
case 38:
KEYS.UP = down;
break;
case 39:
KEYS.RIGHT = down;
break;
case 40:
KEYS.DOWN = down;
break;
default:
KEYS[String.fromCharCode(key)] = down;
break;
}
};
document.onkeydown = function(e) {
handleKey(true, e, e.which);
};
document.onkeyup = function(e) {
handleKey(false, e, e.which);
};
function getHelp(s) {
socket.emit('help', s);
}
var map = {
cols: 12,
rows: 12,
tsize: 64,
layer: [
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 3,
3, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 3,
3, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 3,
3, 3, 3, 1, 1, 2, 3, 3, 3, 3, 3, 3
]
};
var camera = new Camera(map,256,256);
var game = new Game(canvas, map,camera);
var loader = new Loader(game);
loader.loadImage('set1', 'http://i.stack.imgur.com/PPVJH.jpg', 64);
loader.ready();
game.init('set1');
game.start();
<canvas id="canvas" width="400" height="400"></canvas>