Javascript HTML5画布&x2B;js游戏|死亡重置游戏改变游戏速度?
我正在尝试使用HTML5的画布和javascript制作一个游戏。我相信我一直都做得很好,直到我需要在死亡时重新设定游戏。我不确定是什么导致了这种意想不到的行为,但我有一些想法 基本上,游戏以“x”速度运行,然后当它重置时,一切都会运行得更快。我没有改变任何速度的任何变量,当调试和检查我的代码时,新创建的对象的速度与第一次启动游戏时相同,但它们移动得更快。如果你再次死亡,它会再次重置,运行得更快。死亡,冲洗,重复,它不断加快,直到页面可能会达到“无响应”状态 我不确定我做错了什么导致了速度差,或者至少是速度差的错觉。我有一个想法,这与我的游戏循环在每次重置时都会多次运行到永久有关,但我不明白它是如何/为什么这样做的。任何反馈都将不胜感激 此外,如果您需要比我在下面发布的更多的代码,您可以访问我的测试页面查看所有代码:Javascript HTML5画布&x2B;js游戏|死亡重置游戏改变游戏速度?,javascript,html,canvas,Javascript,Html,Canvas,我正在尝试使用HTML5的画布和javascript制作一个游戏。我相信我一直都做得很好,直到我需要在死亡时重新设定游戏。我不确定是什么导致了这种意想不到的行为,但我有一些想法 基本上,游戏以“x”速度运行,然后当它重置时,一切都会运行得更快。我没有改变任何速度的任何变量,当调试和检查我的代码时,新创建的对象的速度与第一次启动游戏时相同,但它们移动得更快。如果你再次死亡,它会再次重置,运行得更快。死亡,冲洗,重复,它不断加快,直到页面可能会达到“无响应”状态 我不确定我做错了什么导致了速度差,或
var windowx,
窗口的,
帆布,
玩家,
四叉树,
ctx;
变量对象;
var-keyState;
var主回路;
无人机框架;
可变一帧时间;
变量重置=函数(){
//获取画布并设置高度和宽度
canvas=document.getElementById('canvas');
canvas.setAttribute('width',windowx/2);
canvas.setAttribute('height',windowy/2);
ctx=canvas.getContext(“2d”);
drawObjects=[];
keyState={};
四叉树=新四叉树(四叉树组);
//使友好的广场
player=新矩形(20,20,40,40,0,0,Xphysisbehaviornormal,Yphysisbehaviornormal,XboundaryBehaviorInCas,YboundaryBehaviorInCas,PlayerObject类型,'#580000',null);
推(玩家);
push(新矩形(40100,canvas.width+(distanceOutsideCanvasBeforeDie/2),canvas.clientHeight-100,defaultEnemyRectangleVelocity,0,null,YPhysisBehaviorNormal,null,YBoundaryBehaviorInCas,enemyObjectType,null,OutOfCanvasDieBehavior));
背景音乐播放();
//定义主循环
mainloop=函数(){
构建四叉树();
updateGame();
drawGame();
};
//定义windowanimationframeobject
animFrame=window.requestAnimationFrame||
window.webkitRequestAnimationFrame||
window.mozRequestAnimationFrame||
window.oRequestAnimationFrame||
window.msRequestAnimationFrame||
无效的
如果(animFrame!==null){
var recursiveAnim=函数(){
mainloop();
动画框架(递归动画、画布);
};
//启动主循环
动画框架(递归动画、画布);
}否则{
//如果浏览器不支持requestAnimationFrame,请返回到setInterval
一帧时间=1000.0/60.0;
设置间隔(主循环,一帧时间);
}
}
$(函数(){
//获取窗口的宽度和高度;
windowx=window.innerWidth;
windowy=window.innerHeight;
重置();
$(文档).on('更改','声音启用切换',函数()){
var isChecked=$(this).is(':checked');
$(“#声音启用切换”).blur();
如果(已检查){
背景音乐播放();
playerJumpAudio=playerJumpMusicAudioSetup();
playerLinkAudio=playerLinkMusicAudioSetup();
}否则{
背景音乐暂停();
playerJumpAudio=新音频(“”);
playerLinkAudio=新音频(“”);
}
});
});
//将函数保留在这里,以防我需要执行任何其他操作,但现在它只是清除。
函数buildQuadTree(){
四叉树;
}
函数updateGame(){
//确定当前点是否按下了任何键
按键动作();
//用于计算和更新所有对象位置/值的循环。
对于(var i=0;i
总的来说,我建议重新分解此代码,这样重置函数就不会重新创建这么多对象。基本上,重置功能只是重新创建大量游戏逻辑
您确定的具体问题似乎来自于您在每次重置时调用setInterval而不清除前一个间隔的事实。请参阅下面的代码,并进行最小的更改以防止此问题
var windowx,
windowy,
canvas,
player,
quadTree,
ctx,
gameLoop;
var drawObjects;
var keyState;
var mainloop;
var animFrame;
var ONE_FRAME_TIME;
var reset = function() {
// Remove our old game loop
clearInterval(gameLoop);
//get canvas and set height and width
canvas = document.getElementById('canvas');
canvas.setAttribute('width', windowx / 2);
canvas.setAttribute('height', windowy / 2);
ctx = canvas.getContext("2d");
drawObjects = [];
keyState = {};
quadTree = new Quadtree(quadTreeBounds);
//make the friendly square
player = new Rectangle(20, 20, 40, 40, 0, 0, XPhysicsBehaviorNormal, YPhysicsBehaviorNormal, XBoundaryBehaviorInCanvas, YBoundaryBehaviorInCanvas, playerObjectType, '#580000', null);
drawObjects.push(player);
drawObjects.push(new Rectangle(40, 100, canvas.width + (distanceOutsideCanvasBeforeDie / 2), canvas.clientHeight - 100, defaultEnemyRectangleVelocity, 0, null, YPhysicsBehaviorNormal, null, YBoundaryBehaviorInCanvas, enemyObjectType, null, OutOfCanvasDieBehavior));
backgroundMusicAudio.play();
//define main loop
mainloop = function() {
buildQuadTree();
updateGame();
drawGame();
};
//define the windowanimationframeobject
animFrame = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
null;
if (animFrame !== null) {
var recursiveAnim = function() {
mainloop();
animFrame(recursiveAnim, canvas);
};
// start the mainloop
animFrame(recursiveAnim, canvas);
} else {
// fallback to setInterval if the browser doesn't support requestAnimationFrame
ONE_FRAME_TIME = 1000.0 / 60.0;
gameLoop = setInterval(mainloop, ONE_FRAME_TIME);
}
}
$(function() {
//get window width and height;
windowx = window.innerWidth;
windowy = window.innerHeight;
reset();
$(document).on('change', '#sound-enabled-toggle', function() {
var isChecked = $(this).is(':checked');
$('#sound-enabled-toggle').blur();
if (isChecked) {
backgroundMusicAudio.play();
playerJumpAudio = playerJumpMusicAudioSetup();
playerBlinkAudio = playerBlinkMusicAudioSetup();
} else {
backgroundMusicAudio.pause();
playerJumpAudio = new Audio('');
playerBlinkAudio = new Audio('');
}
});
});
//left the function here in case I need to do anything else but for now it's just clearing.
function buildQuadTree() {
quadTree.clear();
}
function updateGame() {
//determine if there are any keys pushed at the current point
keyPressActions();
//loop for calculating and updating all objects positions/values.
for (var i = 0; i < drawObjects.length; i++) {
var object = drawObjects[i];
quadTree.insert(new SimpleRectangle(object.x, object.y, object.width || (object.radius * 2), object.height || (object.radius * 2), object.name));
object.update();
//roundFloatingPoints Numbers to 2 decimal places
roundObjectVelocitiesAndPoints(object);
}
PlayerDeathTrigger(player);
}
function drawGame() {
//clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = "20px Verdana";
ctx.fillText("100,000", (canvas.width * .8), (canvas.clientHeight * .1));
ctx.font = "15px Verdana";
ctx.fillText("Temp Score", (canvas.width * .8), (canvas.clientHeight * .05));
//draw all objects in drawObjects
for (var i = 0; i < drawObjects.length; i++) {
var object = drawObjects[i];
object.draw();
}
}
var windowx,
窗口的,
帆布,
玩家,
四叉树,
ctx,
配子环;
变量对象;
var-keyState;
var主回路;
无人机框架;
可变一帧时间;
var reset=函数(){
//移除我们的旧游戏循环
clearInterval(gameLoop);
//获取画布并设置高度和宽度
canvas=document.getElementById('canvas');
canvas.setAttribute('width',windowx/2);
canvas.setAttribute('height',windowy/2);
ctx=canvas.getContext(“2d”);
drawObjects=[];
keyState={};
四叉树=新四叉树(四叉树组);
//使友好的广场
player=新矩形(20,20,40,40,0,0,Xphysisbehaviornormal,Yphysisbehaviornormal,XboundaryBehaviorInCas,YboundaryBehaviorInCas,PlayerObject类型,'#580000',null);
推(玩家);
drawObjects.push(新矩形(40100,canvas.width+(distanceOutsi
var windowx,
windowy,
canvas,
player,
quadTree,
ctx,
gameLoop;
var drawObjects;
var keyState;
var mainloop;
var animFrame;
var ONE_FRAME_TIME;
var reset = function() {
// Remove our old game loop
clearInterval(gameLoop);
//get canvas and set height and width
canvas = document.getElementById('canvas');
canvas.setAttribute('width', windowx / 2);
canvas.setAttribute('height', windowy / 2);
ctx = canvas.getContext("2d");
drawObjects = [];
keyState = {};
quadTree = new Quadtree(quadTreeBounds);
//make the friendly square
player = new Rectangle(20, 20, 40, 40, 0, 0, XPhysicsBehaviorNormal, YPhysicsBehaviorNormal, XBoundaryBehaviorInCanvas, YBoundaryBehaviorInCanvas, playerObjectType, '#580000', null);
drawObjects.push(player);
drawObjects.push(new Rectangle(40, 100, canvas.width + (distanceOutsideCanvasBeforeDie / 2), canvas.clientHeight - 100, defaultEnemyRectangleVelocity, 0, null, YPhysicsBehaviorNormal, null, YBoundaryBehaviorInCanvas, enemyObjectType, null, OutOfCanvasDieBehavior));
backgroundMusicAudio.play();
//define main loop
mainloop = function() {
buildQuadTree();
updateGame();
drawGame();
};
//define the windowanimationframeobject
animFrame = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
null;
if (animFrame !== null) {
var recursiveAnim = function() {
mainloop();
animFrame(recursiveAnim, canvas);
};
// start the mainloop
animFrame(recursiveAnim, canvas);
} else {
// fallback to setInterval if the browser doesn't support requestAnimationFrame
ONE_FRAME_TIME = 1000.0 / 60.0;
gameLoop = setInterval(mainloop, ONE_FRAME_TIME);
}
}
$(function() {
//get window width and height;
windowx = window.innerWidth;
windowy = window.innerHeight;
reset();
$(document).on('change', '#sound-enabled-toggle', function() {
var isChecked = $(this).is(':checked');
$('#sound-enabled-toggle').blur();
if (isChecked) {
backgroundMusicAudio.play();
playerJumpAudio = playerJumpMusicAudioSetup();
playerBlinkAudio = playerBlinkMusicAudioSetup();
} else {
backgroundMusicAudio.pause();
playerJumpAudio = new Audio('');
playerBlinkAudio = new Audio('');
}
});
});
//left the function here in case I need to do anything else but for now it's just clearing.
function buildQuadTree() {
quadTree.clear();
}
function updateGame() {
//determine if there are any keys pushed at the current point
keyPressActions();
//loop for calculating and updating all objects positions/values.
for (var i = 0; i < drawObjects.length; i++) {
var object = drawObjects[i];
quadTree.insert(new SimpleRectangle(object.x, object.y, object.width || (object.radius * 2), object.height || (object.radius * 2), object.name));
object.update();
//roundFloatingPoints Numbers to 2 decimal places
roundObjectVelocitiesAndPoints(object);
}
PlayerDeathTrigger(player);
}
function drawGame() {
//clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = "20px Verdana";
ctx.fillText("100,000", (canvas.width * .8), (canvas.clientHeight * .1));
ctx.font = "15px Verdana";
ctx.fillText("Temp Score", (canvas.width * .8), (canvas.clientHeight * .05));
//draw all objects in drawObjects
for (var i = 0; i < drawObjects.length; i++) {
var object = drawObjects[i];
object.draw();
}
}