我有一个看起来像这样的磁贴阵列:
var gameCanvas = document.getElementById('canvas');
var ctx = gameCanvas.getContext("2d");
var mapArray = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,0,0,0,0,0,0,0,0,1,2,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,0,0,0,0,0,0,1,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0],
[1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,3,0,0,0]
];
和一个从该地图将画布绘制到画布的循环
var posX = 0;
var posY = 0;
for(i=0; i < mapArray.length; i++){
for(j=0; j < mapArray[i].length; j++){
if(mapArray[i][j] == 1){
ctx.rect(posX, posY, 32, 32);
ctx.fillStyle="black";
}
if(mapArray[i][j] == 2){
ctx.rect(posX, posY, 32, 32);
ctx.fillStyle="red";
}
if(mapArray[i][j] == 3){
ctx.rect(posX, posY, 32, 32);
ctx.fillStyle="blue";
}
ctx.fill();
posX += 32;
}
posX = 0;
posY +=32;
}
每一个&#39; 1&#39;在数组中显示为预期的黑色方块。
问题是,每一个&#39; 2&#39;和&#39; 3&#39;尽管在if语句的fillStyle
中声明了不同的颜色,但也显示为黑色方块。
记录时,每个if语句按预期返回值(1,2或3)。
答案 0 :(得分:0)
您可以使用ctx.beginPath()
和ctx.stroke()
作为嵌套命令。
var gameCanvas = document.getElementById('canvas'),
ctx = gameCanvas.getContext("2d"),
mapArray = [[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], [1,1,0,0,0,0,0,0,0,0,1,2,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0],[1,1,1,1,0,0,0,0,0,0,1,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0],[1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,3,0,0,0]],
posX = 0,
posY = 0,
i, j;
for (i = 0; i < mapArray.length; i++){
posX = 0;
for (j = 0; j < mapArray[i].length; j++) {
if (mapArray[i][j]) {
ctx.beginPath();
ctx.rect(posX, posY, 32, 32);
ctx.fillStyle = ["black", "red", "blue"][mapArray[i][j] - 1];
ctx.fill();
ctx.stroke();
}
posX += 32;
}
posY += 32;
}
&#13;
<canvas id="canvas" width="1000" height="1000"></canvas>
&#13;