我已经搜索了好几个星期,但却找不到合适的教程 让我们说我们有一个800x800的画布。
<canvas id='draw' width=800 height=800></canvas>
我们有一个瓦片地图(0将是方形障碍,1将是空气)。
var tileMap = [ [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
]
如何使地图滚动,以便每当玩家移动时只能看到3x3的正方形? 例如:
canvas screen--> [0,0,0]
[0,1,1] <-- just this part to be seen
[0,0,0]
当玩家移动时:
canvas screen--> [0,0,0]
[1,1,1] <-- now this part will be seen
[0,0,0]
那么如何让瓷砖地图移动以给出玩家正在移动的错觉?
答案 0 :(得分:0)
tileMap
,而是创建一个表示当前视图中心的对象,例如播放器并在您的显示功能中使用它。只要您想滚动查看的移动中心。
var tileMap = [ [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
]
var hero = {
position: {
x: 0,
y: 1
}
};
const air = 1;
const barrier = 0;
display(hero,tileMap);
// move player instead of scrolling data
// tileMap is untouched
hero.position.x += 3;
display(hero,tileMap);
// use player position to display only portion of map
function display(player,map) {
var result = [
"",
"",
""
];
for(var y = 0, i = player.position.y - 1; y < 3; i++,y++) {
if (i >= 0 && i < map.length) {
for(var x = 0, j = player.position.x - 1; x < 3; j++,x++) {
if ( j >= 0 && j < map[i].length) {
result[y] += map[i][j] + ",";
}
else {
// outside map only ait
result[y] += air+ ",";
}
}
}
else {
// outside map only ait
result[y] += air +","+ air +","+air+",";
}
}
console.log(result);
}
&#13;
答案 1 :(得分:0)
你没有解释你的数组是如何与你的画布和动画相关的 - 所以一个明确的猜测就是你只关心你的数组。
您需要相机 viewMap
位置和尺寸值所指示的视口阵列 cam
。
在下面的示例中,它的锚点是左/上(您可能希望稍后更改逻辑以使用中心/中心,而不是您)。
x y
位置并防止超出地图边界viewMap
数组并打印出来:
var tileMap = [
[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, 1, 1, 1, 1, 1, 0],
[0, 1, 4, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 8, 8, 1, 0],
[0, 6, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 9, 9, 1, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
];
var cam = {
x: 0,
y: 0,
width: 3,
height: 3
};
// Create empty 2D viewMap of viewport
var viewMap = [];
for (var i = 0; i < cam.height; i++) viewMap[i] = new Array(cam.width);
function tileViewport() {
for (var y = 0; y < cam.height; y++)
for (var x = 0; x < cam.width; x++)
viewMap[y][x] = tileMap[y + cam.y][x + cam.x];
// PRINT
console.clear(); console.log(viewMap.map(a => a.join(" ")).join("\n"))
}
document.body.addEventListener("keydown", function(e) {
var key = e.which;
if( /^(37|38|39|40|)$/.test(key) ) e.preventDefault(); // prevent browser default stuff
if (key === 38) --cam.y;
if (key === 40) ++cam.y;
if (key === 37) --cam.x;
if (key === 39) ++cam.x;
// Fix movement to tileMap area boundary
cam.y = Math.max(0, Math.min(cam.y, tileMap.length - cam.height));
cam.x = Math.max(0, Math.min(cam.x, tileMap[0].length - cam.width));
tileViewport();
});
// INITIALIZE
tileViewport();
Click here and user your keyboard arrows!
既然以上工作正常,您可以:
viewMap
数组