我有以下代码,当您按向上箭头键时(很长),播放器会跳转:
application = Flask(__name__)
class Vec {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
}
class Rect {
constructor(w, h) {
this.pos = new Vec;
this.size = new Vec(w, h);
this.vel = new Vec;
this.last = new Vec;
}
}
class Player extends Rect {
constructor() {
super(40, 40);
}
}
// setup
const backgroundContext = document.getElementById("backgroundCanvas").getContext("2d");
const groundContext = document.getElementById("groundCanvas").getContext("2d");
const objectContext = document.getElementById("objectCanvas").getContext("2d");
const WIDTH = 600;
const HEIGHT = 400;
const GROUND_Y = 50;
const player = new Player;
player.pos.x = 100;
player.pos.y = 390;
player.last.x = player.pos.x;
player.last.y = player.pos.y;
player.vel.x = 0;
let isJumping = true;
const JUMP_STRENGTH = -300;
const GRAVITY = 10;
function update(dt) {
// update player
player.last.x = player.pos.x;
player.last.y = player.pos.y;
player.vel.y += GRAVITY;
player.pos.y += player.vel.y * dt;
player.pos.y = Math.round(player.pos.y);
document.addEventListener("keydown", (e) => {
if (e.keyCode === 38 && isJumping === false) {
isJumping = true;
player.vel.y = JUMP_STRENGTH;
}
}, false);
if (player.pos.y > HEIGHT - GROUND_Y - player.size.y) {
isJumping = false;
player.pos.y = HEIGHT - GROUND_Y - player.size.y;
player.vel.y = 0;
}
}
function draw() {
// draw background
backgroundContext.fillStyle = "#000";
backgroundContext.fillRect(0, 0, WIDTH, HEIGHT);
// draw ground
objectContext.clearRect(0, HEIGHT - GROUND_Y, WIDTH, GROUND_Y);
groundContext.fillStyle = "#00ff00";
groundContext.fillRect(0, HEIGHT - GROUND_Y, WIDTH, GROUND_Y);
// draw player
objectContext.clearRect(player.last.x, player.last.y, player.size.x, player.size.y);
objectContext.fillStyle = "#fff";
objectContext.fillRect(player.pos.x, player.pos.y, player.size.x, player.size.y);
}
// game loop
const TIMESTEP = 1 / 60;
let accumulator = 0;
let lastRender = 0;
function loop(timestamp) {
accumulator += (timestamp - lastRender) / 1000;
lastRender = timestamp;
while (accumulator >= TIMESTEP) {
update(TIMESTEP);
draw();
accumulator -= TIMESTEP;
}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
canvas {
position: absolute;
left: 0;
top: 0;
}
我有三个问题:
1)如果等待约一分钟,您会开始注意到性能开始下降。为什么会这样?
2)为什么按住向上箭头键时性能会显着下降?
3)在游戏循环中,我做到了:
<!DOCTYPE html>
<html>
<head>
<title>Jump_Over_It</title>
<link href="css/default.css" rel="stylesheet" />
</head>
<body>
<canvas style="z-index: 0;" id="backgroundCanvas" width="600" height="400"></canvas>
<canvas style="z-index: 1;" id="groundCanvas" width="600" height="400"></canvas>
<canvas style="z-index: 2;" id="objectCanvas" width="600" height="400"></canvas>
<script src="js/main.js"></script>
</body>
</html>
是否可以将while (accumulator >= TIMESTEP) {
update(TIMESTEP);
draw();
accumulator -= TIMESTEP;
}
函数与draw()
函数放在相同的while循环中?
如果您知道该怎么办,请告诉我。
答案 0 :(得分:2)
对于问题1和2:
这是因为您是在while
循环中添加一个新的EventListener,而本身是在requestAnimationFrame
循环中添加。
我什至都不会计算所附加的事件处理程序的数量,也不会运行此代码段,但不要触摸您的键盘,因为那里可能会有Zillions处理程序串行执行。
要正确解决此问题,请将addEventListener调用移出这些循环,只需调用一次即可。
问题3:
尚不清楚为什么您甚至根本不需要这个while循环。直接计算新位置比在这样的循环中更新要好。
但至少没有。您不应在此while循环内调用draw
,因为每次调用都会否定先前的调用。因此,只需在您的rAF处理程序结束时调用一次即可。
此外,请注意,与其清除对象所在的部分,不如每次都清除整个画布更好,甚至可能考虑将所有图形移动到单个画布上,因为您认为合成是d当在屏幕上绘制3个DOM元素时,实际上仍然会发生三个画布的获胜。
class Vec {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
}
class Rect {
constructor(w, h) {
this.pos = new Vec;
this.size = new Vec(w, h);
this.vel = new Vec;
this.last = new Vec;
}
}
class Player extends Rect {
constructor() {
super(40, 40);
}
}
// setup
const backgroundContext = document.getElementById("backgroundCanvas").getContext("2d");
const groundContext = document.getElementById("groundCanvas").getContext("2d");
const objectContext = document.getElementById("objectCanvas").getContext("2d");
const WIDTH = 600;
const HEIGHT = 400;
const GROUND_Y = 50;
const player = new Player;
player.pos.x = 100;
player.pos.y = 390;
player.last.x = player.pos.x;
player.last.y = player.pos.y;
player.vel.x = 0;
let isJumping = true;
const JUMP_STRENGTH = -300;
const GRAVITY = 10;
function update(dt) {
// update player
player.last.x = player.pos.x;
player.last.y = player.pos.y;
player.vel.y += GRAVITY;
player.pos.y += player.vel.y * dt;
player.pos.y = Math.round(player.pos.y);
if (player.pos.y > HEIGHT - GROUND_Y - player.size.y) {
isJumping = false;
player.pos.y = HEIGHT - GROUND_Y - player.size.y;
player.vel.y = 0;
}
}
document.addEventListener("keydown", (e) => {
if (e.keyCode === 38 && isJumping === false) {
e.preventDefault();
isJumping = true;
player.vel.y = JUMP_STRENGTH;
}
}, false);
function draw() {
// draw background
backgroundContext.fillStyle = "#000";
backgroundContext.fillRect(0, 0, WIDTH, HEIGHT);
// draw ground
groundContext.clearRect(0, 0, WIDTH, HEIGHT);
groundContext.fillStyle = "#00ff00";
groundContext.fillRect(0, HEIGHT - GROUND_Y, WIDTH, GROUND_Y);
// draw player
objectContext.clearRect(0, 0, WIDTH, HEIGHT); objectContext.fillStyle = "#fff";
objectContext.fillRect(player.pos.x, player.pos.y, player.size.x, player.size.y);
}
// game loop
const TIMESTEP = 1 / 60;
let accumulator = 0;
let lastRender = 0;
function loop(timestamp) {
accumulator += (timestamp - lastRender) / 1000;
lastRender = timestamp;
while (accumulator >= TIMESTEP) {
accumulator -= TIMESTEP;
update(TIMESTEP);
}
draw();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
canvas {
position: absolute;
left: 0;
top: 0;
}
<!DOCTYPE html>
<html>
<head>
<title>Jump_Over_It</title>
<link href="css/default.css" rel="stylesheet" />
</head>
<body>
<canvas style="z-index: 0;" id="backgroundCanvas" width="600" height="400"></canvas>
<canvas style="z-index: 1;" id="groundCanvas" width="600" height="400"></canvas>
<canvas style="z-index: 2;" id="objectCanvas" width="600" height="400"></canvas>
<script src="js/main.js"></script>
</body>
</html>