如何正确移动具有两个以上值的画布对象

时间:2018-10-15 10:24:13

标签: javascript html5 canvas html5-canvas

我试图创建画布HTML 5来移动对象并在到达终点时停止。为此,我有10个X值和10个Y值。首先,我需要将所有值都作为X和Y的坐标。单击按钮时,动画应在到达结束时开始和停止。

注意:我必须用每个X和Y的10个值来计算,而且当达到X和Y的最后一个值时,必须停止Fish移动。这是我必须遵循的要求。

我的代码仅适用于前两个X和Y值。我不知道如何去做其余的事情。我尝试在for loop函数内部创建GetStarted(),但是它也没有正常工作。

function GetStarted(){

  for(var i=0; i<10; i++){
  // get the canvas's 2d context
  var canvas = document.getElementById("canvas");
  var context = canvas.getContext("2d");

  // clear the canvas
  context.clearRect(0, 0, canvas.width, canvas.height);

  // get the position
  var abc = Number(document.getElementById("x").value);
  var xyz = Number(document.getElementById("y").value); 

  // creating an image from scratch
  var image = new Image();
  image.src = "https://www.uow.edu.au/~dong/w3/assignment/a8/fish.png";

  // when the image are loaded,   
  // draw the image at the specified position
  image.onload = function() {
    context.drawImage(image, abc, xyz); 
  };
}
}
#x,#y {
width : 60px;
}
<table>
<tr>
<td> X </td> 
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
<td> <input id="x" /> </td>
</tr>

<tr>
<td> Y </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td>
<td> <input id="y" /> </td> 
</tr>
</table>
<button onClick="GetStarted()">
Swim little fish</button>
<br /><br />
<canvas id="canvas" width="1200" height="300"
style="border:1px solid black;">
Your browser does not support canvas.
<img src="https://www.uow.edu.au/~dong/w3/assignment/a8/fish.png" id="fishes">

</canvas>
</body>
</html>

1 个答案:

答案 0 :(得分:0)

这是移动鱼的起点:

var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var x = y = 0

// creating an image from scratch
var image = new Image();
image.onload = function() {
  context.drawImage(image, x, y);
};
image.src = "https://www.uow.edu.au/~dong/w3/assignment/a8/fish.png";

function GetStarted() {
  setInterval(Move, 20)
}

function Move() {
  x = (x + 9) % canvas.width;
  y = (y + 1) % canvas.height; 
  
  context.clearRect(0, 0, canvas.width, canvas.height);
  context.drawImage(image, x, y);
}
<button onClick="GetStarted()">Swim little fish</button> <br /><br />

<canvas id="canvas" width="600" height="170" style="border:1px solid black;"></canvas>

如您所见,我已经大大更改了您的代码!

现在鱼可以移动了,但是没有地方可以像以前那样输入X和Y了,所以原本就不会进行非常平滑的运动,反而更像是跳来跳去,同样, id到html元素,并期望您可以使用document.getElementById("y")来获得所需的元素,