我正在使用纯javascript制作游戏,而clearRect函数无法正常工作,这是代码:
//player's location
var playerX = 250;
var playerY = 325;
document.addEventListener('keydown', function(e) {
if (e.key === 'w' && playerY >= borderW && movement === true) {
playerY -= playerSpeed;
//Clears the head of the Protagonist
ctx.clearRect(playerX + 2.5, playerY + 2.5, 20, 20);
//Clears the body of the protagonist
ctx.clearRect(playerX + 5, playerY + 17.5, 15, 25);
drawProtagonistFacingUp();
}
if (e.key == 'd' && playerX < borderD && movement === true) {
playerX += playerSpeed;
ctx.clearRect(playerX, playerY, -200, 200);
drawProtagonistFacingRight();
}
if (e.key == 's' && playerY < borderS && movement === true) {
playerY += playerSpeed;
ctx.clearRect(playerX, playerY - 15, 200, 200);
drawProtagonistFacingDown();
}
if (e.key == 'a' && playerX > borderA && movement === true) {
playerX -= playerSpeed;
ctx.clearRect(playerX, playerY, 200, 200);
drawProtagonistFacingLeft();
}
});
应该发生的事情是当玩家按下w,a,s或d移动时,它会清除屏幕上的旧玩家图像并绘制一个新图像。但是,它现在正在做的只是清除少量的玩家形象。如果可能,一个简单的解决方案会有所帮助。感谢。
答案 0 :(得分:2)
使用画布设置动画的方式是设置一个由requestAnimationFrame
调用的主动画循环函数
function update(time){ // requestAnimationFrame calls this function with the
// argument time. Time is in ms (1/1000th second) but
// accurate to 1/1,000,000th second, 0.001ms
... your code
requestAnimationFrame(update); // request the next frame
}
requestAnimationFrame(update); // start the animation
在标准设置下,浏览器会每秒调用该函数60次。
不是跟踪每个对象并清除它然后再渲染它,清除整个画布要简单得多。这可以通过几种方式完成
function update(time){
ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height); // Make all pixels
// transparent
// or
ctx.fillStyle = "black"; // can use solid colour, gradient, or pattern
ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height);
// or
// use a background image
ctx.drawImage(backgroundImage,0,0,ctx.canvas.width,ctx.canvas.height);
... your code
requestAnimationFrame(update); // request the next frame
}
requestAnimationFrame(update); // start the animation
一旦画布清晰,您就可以按顺序渲染对象,最后一个对象将出现在绘制的对象上。这个approch大大简化了你的动画代码。