window.onload = function(){
theVideo();
playVideo();
Move();
Draw();
};
let objectInfo = {
canvas: null,
context: null,
// Number of sprites
numberOfFrames: 16,
image: null,
imageWidth: 128,
imageHeight: 192,
frameIndex: 0,
frameWidth: 0,
// Animation interval (ms)
msInterval: 1000,
x: 10,
y: 10,
};
const imageFile = "shaggy.png";
function Draw(){
objectInfo.context.drawImage(myImage, shift, 0, frameWidth, frameHeight, 120, 25, frameWidth, frameHeight);
}
//image setup
window.onload= function () {
// Canvas setup
objectInfo.canvas = document.querySelector("#myCanvas");
objectInfo.context = objectInfo.canvas.getContext("2d");
// Image setup
objectInfo.image = new Image();
objectInfo.image.onload = function() {
// The this object refers to image because within image onload event handler
objectInfo.imageWidth = this.width;
objectInfo.imageHeight = this.height;
// Calculate framewidth (size of each sprite)
objectInfo.frameWidth = objectInfo.imageWidth / objectInfo.numberOfFrames;
};
// Load image
objectInfo.image.src = imageFile;
};
var xPos = 0;
var yPos = 0;
//move image
function Move(e){
//right
if(e.keyCode==39){
xPos+=5;
}
//left
if(e.keyCode==37){
xPos-=5;
}
//up
if(e.keyCode==38){
yPos-=5;
}
//down
if(e.keyCode==40){
yPos+=5;
}
}

<!DOCTYPE html>
<html lang="en">
<head>
<title>Sprite</title>
<meta charset="utf-8">
<meta name="author" content="Peyton">
<meta name="description" content="115">
<link rel= 'stylesheet' href="p4.css">
<script src="p4.js"> </script>
<style>canvas { border: 1px solid black; }</style>
<body>
<canvas width= "1300" height= "600" id= "myCanvas">
<video id="video" controls >
<source src="ScoobyDooV.mp4"/>
<source src="ScoobyDooV.ogv"/>
</video>
</canvas>
</body>
</html>
<nav>
</nav>
<main id="#wrapper"><br>
</main>
</body>
</html>
&#13;
我对编码很陌生,不知道我错过了什么来调用我的精灵并将第一张图片绘制到画布上。我后来不得不调用我的精灵的每个测量并分配给一个函数keydown事件,使它看起来像每个方向走,所以如果我能得到任何指导,那将是伟大的。
答案 0 :(得分:0)
在加载图片之前,您似乎正在调用Draw。尝试在image.onload方法中放置Draw()
调用。
答案 1 :(得分:0)
您要定义window.onload
两次,两个回调中只有一个会被执行
答案 2 :(得分:0)
您的代码完全不适合您正在尝试的任务。动画需要定期渲染。您的示例中有大量缺少的代码,因此我可以直接解决任何问题。
所以我想我会举例说明如何加载,动画和渲染精灵表。
有许多方法可以处理精灵表,但我发现对所有精灵表使用标准方法可以简化生活。
一些精灵表有一个规则的布局,均匀间隔的精灵,其他精灵表,已经打包在一起,以节省像素和内存。
每个精灵在工作表上都有一个位置,左上角和大小为宽度和高度。
您可以将这些位置的数组附加到图像
例如,下一个函数为常规布局创建精灵(如问题中的图像)
function createSprites(width, height, columns, rows, image) {
const sprites = [];
var w = width / columns;
var h = height / rows;
var ix, iy;
for (iy = 0; iy < rows; iy++) {
for (ix = 0; ix < columns; ix++) {
const x = ix * w;
const y = iy * h;
sprites.push({ x, y, w, h });
}
}
image.sprites = sprites;
}
数组已添加到img中,因此您无需添加其他管理
然后,您可以通过创建自定义绘图功能来绘制精灵。
function drawSprite(img, sprIndex, x, y) {
const spr = img.sprites[sprIndex];
ctx.drawImage(img,
spr.x, spr.y, spr.w, spr.h, // location on sprite sheet
x , y , // location on canvas
spr.w, spr.h, // size on canvas;
);
}
你传递了精灵表图像,精灵数组中的精灵索引以及你想要绘制精灵的位置。
轻松
因为您可能知道精灵表的大小以及精灵的位置,所以您不必等待加载图像以附加精灵数据。
const ctx = canvas.getContext("2d");
const spriteSheet = new Image;
spriteSheet.src = "https://i.stack.imgur.com/hOrC1.png";
// The image size is known so you dont have to wait for it to load
createSprites(128, 192, 4, 4, spriteSheet); // add a array of sprite locations
// It is important that the sprite sizes are integers
// width must be divisible by columns and height by rows
function createSprites(width, height, columns, rows, image) {
const sprites = [];
var w = width / columns;
var h = height / rows;
var ix, iy;
for (iy = 0; iy < rows; iy++) {
for (ix = 0; ix < columns; ix++) {
const x = ix * w;
const y = iy * h;
sprites.push({ x, y, w, h });
}
}
image.sprites = sprites;
}
function drawSprite(img, sprIndex, x, y) {
const spr = img.sprites[sprIndex];
ctx.drawImage(img,
spr.x, spr.y, spr.w, spr.h, // location on sprite sheet
x , y , // location on canvas
spr.w, spr.h, // size on canvas;
);
}
const walkerInfo = {
framesPerDir: 4,
movements: [{x: 0,y: 3 },{ x: -5, y: 0 }, { x: 5, y: 0 }, { x: 0, y: -3 } ],
}
const walker = {
dir: 0, // 0,1,2,3
time: 0, // time in Frames
rate: 0, // steps per frame
x: 0, // position
y: 0, //
update() {
this.time += 1;
// only move when sprite frame changes
if ((this.time % this.rate) === 0) {
this.x += walkerInfo.movements[this.dir].x;
this.y += walkerInfo.movements[this.dir].y;
if(this.x < -128 || this.x > canvas.width ||
this.y < -192 || this.y > canvas.height) {
this.x = randI(canvas.width);
this.y = randI(canvas.height);
this.dir = randI(4)
this.rate = randI(6, 12)
}
}
if(randI(1000) === 0){
this.dir = (this.dir + (randI(2) ? 2 : 1)) % 4;
this.rate = randI(6, 12)
}
},
draw() {
var index = this.dir * walkerInfo.framesPerDir;
index += (this.time / this.rate | 0) % walkerInfo.framesPerDir;
drawSprite(
spriteSheet, index,
this.x, this.y
);
}
}
function createWalker(x = randI(w), y = randI(h), dir = randI(4), rate = randI(6, 18)) {
return { ...walker, x, y, dir, rate, time: randI(100) };
}
const walkers = [];
// main update function
function update(timer) {
globalTime = timer;
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
if (w !== innerWidth || h !== innerHeight) {
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
} else {
ctx.clearRect(0, 0, w, h);
}
if (spriteSheet.complete) { // has the image loaded
if (randI(walkers.length) === 0) { // odd 1/100 to create a walker
walkers.push(createWalker());
}
walkers.sort((a,b)=>a.y - b.y);
eachOf(walkers, walk => walk.update());
eachOf(walkers, walk => walk.draw());
}
requestAnimationFrame(update);
}
requestAnimationFrame(update);
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var globalTime;
const randI = (min, max = min + (min = 0)) => (Math.random() * (max - min) + min) | 0;
const rand = (min = 1, max = min + (min = 0)) => Math.random() * (max - min) + min;
const eachOf = (array, cb) => {
var i = 0;
const len = array.length;
while (i < len && cb(array[i], i++, len) !== true);
};
&#13;
canvas {
position: absolute;
top: 0px;
left: 0px;
}
&#13;
<canvas id="canvas"></canvas>
&#13;