HTML5 Canvas - 使用setTransform滚动地图(使用2维数组制作)

时间:2017-12-26 23:03:50

标签: javascript html5 canvas scroll

我正在使用HTML5 Canvas制作2D平台游戏。我有一个使用二维数组制作的地图。例如:

var map = [
    [0,0,0],
    [0,0,0],
    [0,0,0]
];

当玩家移动时,它会更新相机的位置,并相应地滚动地图(相机尺寸与画布相同,800 x 500)。这样,我可以拥有一张我想要的大地图,并且可以保持画布大小相同。

我为这个游戏写了很多代码,所以除了显示问题所需要的东西之外,我删除了所有内容。我将格式化jsFiddle代码以显示所有滚动发生的位置。

现在,问题。

问题是当地图滚动时,地图中所有图块之间的间距为1px。

当地图滚动时,如何消除拼贴之间的1px间距?

我知道这是很多代码,但请尽量帮助我!这个问题让我疯了!您可以提供的任何想法或解决方案都非常感谢!

var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 800;
canvas.height = 500;

var framesPerSecond = 30;
var running = true;
var delta = 0;
var now;
var then = Date.now();
var counter = 1000/framesPerSecond;

const COLS = 48;
const ROWS = 10;
const TILE = 50;

var keyDown = {};

var gravity = 0.9;
var friction = 0.9;

var main = function(){
	now = Date.now();
	delta += (now - then);
	then = now;

	if(delta > counter){
		delta = 0;

//Set transformation back to normal
		ctx.setTransform(1, 0, 0, 1, 0, 0);
    
		ctx.clearRect(0, 0, canvas.width, canvas.height);
		tick();

//Set transformation to camera location
		ctx.setTransform(1, 0, 0, 1, -player.camX, -player.camY);
    
		render();
	}

	requestAnimationFrame(main);
}

requestAnimationFrame(main);

var tick = function(){
	player.tick();
}

var render = function(){
	ctx.fillStyle = "red";
	ctx.fillRect(0, 0, COLS*TILE, ROWS*TILE);

	renderMap();
	player.render();
}

var tiles = {
	1:{
		color:"#1ac200"
	},

	2:{
		color:"#996633"
	}
};

var map = [
	[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, 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, 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, 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, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0],
	[0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
	[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 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, 0],
	[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
	[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
];

var renderMap = function(){
	for(var i=0; i<ROWS; i++){
		for(var j=0; j<COLS; j++){
//Making sure we only draw the portion of the map that's in the camera's view
			if(map[i][j] != 0 && j*TILE + TILE > player.camX && j*TILE < player.camX + 2*player.camOffsetX && i*TILE + TILE > player.camY && i*TILE < player.camY + 2*player.camOffsetY){
//Setting the color of the tile, then drawing it
        ctx.fillStyle = tiles[map[i][j]].color;
				ctx.fillRect(j*TILE, i*TILE, TILE, TILE);
			}
		}
	}
}

var player = {
	x:100,
	y:100,
	w:72,
	h:94,
	velX:0,
	velY:0,
	speed:3,
	dir:"right",
	canJump:false,
	crouching:false,

	boundingOffsetX:5,
	boundingOffsetY:5,

	camX:0,
	camY:0,
	camOffsetX:400,
	camOffsetY:250,

	tick:function(){
		this.velX *= friction;
		if(!leftCollision() && !rightCollision()){
			this.x += 2*this.velX;
		}

		if(37 in keyDown){
			this.dir = "left";
			if(!leftCollision()){
				if(this.velX > -this.speed && !this.crouching){
					this.velX--;
				}
			}
		}
		if(39 in keyDown){
			this.dir = "right";
			if(!rightCollision()){
				if(this.velX < this.speed && !this.crouching){
					this.velX++;
				}
			}
		}
		if(40 in keyDown){
			this.crouch();
		}else{
			this.crouching = false;
		}
		if(32 in keyDown && !this.crouching){
			this.jump();
		}

		topCollision();

		this.gravityHandling();
		this.checkCanvasEdgeCollisions();
		this.updateCamera();
	},

	render:function(){
		if(this.dir === "right"){
			if(!this.canJump){
				ctx.fillStyle = "orange";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}else if(this.crouching && this.canJump){
				ctx.fillStyle = "#000066";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}else{
				ctx.fillStyle = "blue";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}
		}else if(this.dir === "left"){
			if(!this.canJump){
				ctx.fillStyle = "orange";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}else if(this.crouching && this.canJump){
				ctx.fillStyle = "#000066";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}else{
				ctx.fillStyle = "turquoise";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}
		}
	},

	jump:function(){
		for(var i=0; i<18; i++){
			if(this.canJump && !topCollision() && !this.crouching){
				this.velY -= 1;
			}
		}
		this.canJump = false;
	},

	crouch:function(){
		if(!this.crouching){
			this.crouching = true;
		}
	},

	gravityHandling:function(){
		if(!bottomCollision()){
			this.canJump = false;
		}

		switch(this.canJump){
			case true:
				this.velY = 0;
				break;
			case false:
				this.velY += gravity;
				this.y += this.velY;
				break;
			default:
				console.log("ERROR! Gravity is BROKEN!!!");
				break;
		}
	},

	checkCanvasEdgeCollisions:function(){
		if(this.x < 0){this.x = 0;}
		if(this.x + this.w > COLS*TILE){this.x = COLS*TILE - this.w;}
		if(this.y + this.h > ROWS*TILE){this.y = ROWS*TILE - this.h; this.canJump = true;}
	},

//This is where the camera's position is updated. It's updated according to the center of the player.
	updateCamera:function(){
		this.camX = this.x + this.w/2 - this.camOffsetX;
		this.camY = this.y + this.h/2 - this.camOffsetY;
		if(this.camX < 0){this.camX = 0;}
		if(this.camX + 2*this.camOffsetX > COLS*TILE){this.camX = COLS*TILE - 2*this.camOffsetX;}
		if(this.camY < 0){this.camY = 0;}
		if(this.camY + 2*this.camOffsetY > ROWS*TILE){this.camY = ROWS*TILE - 2*this.camOffsetY;}
	}
};


//Key detection and collisions from here on out.
document.addEventListener("keydown", function(e){
	keyDown[e.keyCode] = true;
});

document.addEventListener("keyup", function(e){
	delete keyDown[e.keyCode];
});

var solidBlocks = {1:true, 2:true};

var collision = function(col, row){
	if(col < 0)
		col = 0;
	if(row < 0)
		row = 0;

	if(map[row][col] in solidBlocks){
		return true;
	}

	return false;
}

var topCollision = function(){
	var ty = Math.floor((player.y + player.velY + player.boundingOffsetY - 1) / TILE);

	if(!collision(Math.floor((player.x + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 3*player.boundingOffsetX) / TILE), ty)){
		return false;
	}

	player.velY = 0;
	player.y = ty * TILE + TILE - player.boundingOffsetY + 1;
	return true;
}

var bottomCollision = function(){
	var ty = Math.floor((player.y + player.h + player.velY - player.boundingOffsetY + 4) / TILE);

	if(!collision(Math.floor((player.x + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 4*player.boundingOffsetX) / TILE), ty)){
		return false;
	}

	player.y = ty * TILE - player.h + player.boundingOffsetY - 4;
	player.canJump = true;
	return true;
}

var leftCollision = function(){
	var tx = Math.floor((player.x + player.velX + player.boundingOffsetX - 1) / TILE);

	if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
		return false;
	}

	player.x = tx * TILE + TILE - player.boundingOffsetX + 1;
	return true;
}

var rightCollision = function(){
	var tx = Math.floor((player.x + player.w + player.velX - player.boundingOffsetX + 1) / TILE);

	if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
		return false;
	}

	player.x = tx * TILE - player.w + player.boundingOffsetX - 1;
	return true;
}
<canvas id="canvas"></canvas>

1 个答案:

答案 0 :(得分:0)

它与变换的非整数位置有关。在位置的值不是整数的情况下,它们必须是消除锯齿的,并且您看到的行是由于这与舍入误差相结合;例如线条并不完全重叠。

你可以通过简单地将位置强制为整数来解决这个问题(最后| 0,shift-0将数字转换为整数):

ctx.setTransform(1, 0, 0, 1, -player.camX|0, -player.camY|0);

&#13;
&#13;
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 800;
canvas.height = 500;

var framesPerSecond = 30;
var running = true;
var delta = 0;
var now;
var then = Date.now();
var counter = 1000/framesPerSecond;

const COLS = 48;
const ROWS = 10;
const TILE = 50;

var keyDown = {};

var gravity = 0.9;
var friction = 0.9;

var main = function(){
	now = Date.now();
	delta += (now - then);
	then = now;

	if(delta > counter){
		delta = 0;

//Set transformation back to normal
		ctx.setTransform(1, 0, 0, 1, 0, 0);
    
		ctx.clearRect(0, 0, canvas.width, canvas.height);
		tick();

//Set transformation to camera location
		ctx.setTransform(1, 0, 0, 1, -player.camX|0, -player.camY|0);
    
		render();
	}

	requestAnimationFrame(main);
}

requestAnimationFrame(main);

var tick = function(){
	player.tick();
}

var render = function(){
	ctx.fillStyle = "red";
	ctx.fillRect(0, 0, COLS*TILE, ROWS*TILE);

	renderMap();
	player.render();
}

var tiles = {
	1:{
		color:"#1ac200"
	},

	2:{
		color:"#996633"
	}
};

var map = [
	[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, 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, 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, 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, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0],
	[0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
	[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 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, 0],
	[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
	[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
];

var renderMap = function(){
	for(var i=0; i<ROWS; i++){
		for(var j=0; j<COLS; j++){
//Making sure we only draw the portion of the map that's in the camera's view
			if(map[i][j] != 0 && j*TILE + TILE > player.camX && j*TILE < player.camX + 2*player.camOffsetX && i*TILE + TILE > player.camY && i*TILE < player.camY + 2*player.camOffsetY){
//Setting the color of the tile, then drawing it
        ctx.fillStyle = tiles[map[i][j]].color;
				ctx.fillRect(j*TILE, i*TILE, TILE, TILE);
			}
		}
	}
}

var player = {
	x:100,
	y:100,
	w:72,
	h:94,
	velX:0,
	velY:0,
	speed:3,
	dir:"right",
	canJump:false,
	crouching:false,

	boundingOffsetX:5,
	boundingOffsetY:5,

	camX:0,
	camY:0,
	camOffsetX:400,
	camOffsetY:250,

	tick:function(){
		this.velX *= friction;
		if(!leftCollision() && !rightCollision()){
			this.x += 2*this.velX;
		}

		if(37 in keyDown){
			this.dir = "left";
			if(!leftCollision()){
				if(this.velX > -this.speed && !this.crouching){
					this.velX--;
				}
			}
		}
		if(39 in keyDown){
			this.dir = "right";
			if(!rightCollision()){
				if(this.velX < this.speed && !this.crouching){
					this.velX++;
				}
			}
		}
		if(40 in keyDown){
			this.crouch();
		}else{
			this.crouching = false;
		}
		if(32 in keyDown && !this.crouching){
			this.jump();
		}

		topCollision();

		this.gravityHandling();
		this.checkCanvasEdgeCollisions();
		this.updateCamera();
	},

	render:function(){
		if(this.dir === "right"){
			if(!this.canJump){
				ctx.fillStyle = "orange";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}else if(this.crouching && this.canJump){
				ctx.fillStyle = "#000066";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}else{
				ctx.fillStyle = "blue";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}
		}else if(this.dir === "left"){
			if(!this.canJump){
				ctx.fillStyle = "orange";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}else if(this.crouching && this.canJump){
				ctx.fillStyle = "#000066";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}else{
				ctx.fillStyle = "turquoise";
				ctx.fillRect(this.x, this.y, this.w, this.h);
			}
		}
	},

	jump:function(){
		for(var i=0; i<18; i++){
			if(this.canJump && !topCollision() && !this.crouching){
				this.velY -= 1;
			}
		}
		this.canJump = false;
	},

	crouch:function(){
		if(!this.crouching){
			this.crouching = true;
		}
	},

	gravityHandling:function(){
		if(!bottomCollision()){
			this.canJump = false;
		}

		switch(this.canJump){
			case true:
				this.velY = 0;
				break;
			case false:
				this.velY += gravity;
				this.y += this.velY;
				break;
			default:
				console.log("ERROR! Gravity is BROKEN!!!");
				break;
		}
	},

	checkCanvasEdgeCollisions:function(){
		if(this.x < 0){this.x = 0;}
		if(this.x + this.w > COLS*TILE){this.x = COLS*TILE - this.w;}
		if(this.y + this.h > ROWS*TILE){this.y = ROWS*TILE - this.h; this.canJump = true;}
	},

//This is where the camera's position is updated. It's updated according to the center of the player.
	updateCamera:function(){
		this.camX = this.x + this.w/2 - this.camOffsetX;
		this.camY = this.y + this.h/2 - this.camOffsetY;
		if(this.camX < 0){this.camX = 0;}
		if(this.camX + 2*this.camOffsetX > COLS*TILE){this.camX = COLS*TILE - 2*this.camOffsetX;}
		if(this.camY < 0){this.camY = 0;}
		if(this.camY + 2*this.camOffsetY > ROWS*TILE){this.camY = ROWS*TILE - 2*this.camOffsetY;}
	}
};


//Key detection and collisions from here on out.
document.addEventListener("keydown", function(e){
	keyDown[e.keyCode] = true;
});

document.addEventListener("keyup", function(e){
	delete keyDown[e.keyCode];
});

var solidBlocks = {1:true, 2:true};

var collision = function(col, row){
	if(col < 0)
		col = 0;
	if(row < 0)
		row = 0;

	if(map[row][col] in solidBlocks){
		return true;
	}

	return false;
}

var topCollision = function(){
	var ty = Math.floor((player.y + player.velY + player.boundingOffsetY - 1) / TILE);

	if(!collision(Math.floor((player.x + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 3*player.boundingOffsetX) / TILE), ty)){
		return false;
	}

	player.velY = 0;
	player.y = ty * TILE + TILE - player.boundingOffsetY + 1;
	return true;
}

var bottomCollision = function(){
	var ty = Math.floor((player.y + player.h + player.velY - player.boundingOffsetY + 4) / TILE);

	if(!collision(Math.floor((player.x + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 4*player.boundingOffsetX) / TILE), ty)){
		return false;
	}

	player.y = ty * TILE - player.h + player.boundingOffsetY - 4;
	player.canJump = true;
	return true;
}

var leftCollision = function(){
	var tx = Math.floor((player.x + player.velX + player.boundingOffsetX - 1) / TILE);

	if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
		return false;
	}

	player.x = tx * TILE + TILE - player.boundingOffsetX + 1;
	return true;
}

var rightCollision = function(){
	var tx = Math.floor((player.x + player.w + player.velX - player.boundingOffsetX + 1) / TILE);

	if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
		return false;
	}

	player.x = tx * TILE - player.w + player.boundingOffsetX - 1;
	return true;
}
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<canvas id="canvas"></canvas>
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