Javascript Easeljs中动画的奇怪行为
我才刚开始学习Javascript,所以我在EaselJs中的动画方面遇到了一些麻烦。我试图在鼠标点击时移动对象(这是我所期望的),但当我试图以适当的方式添加运动动画时,我的动画不会动作,只是在对象移动时在一帧处停止。下面是main.js的代码和问题示例:Javascript Easeljs中动画的奇怪行为,javascript,html,animation,easeljs,onmouseclick,Javascript,Html,Animation,Easeljs,Onmouseclick,我才刚开始学习Javascript,所以我在EaselJs中的动画方面遇到了一些麻烦。我试图在鼠标点击时移动对象(这是我所期望的),但当我试图以适当的方式添加运动动画时,我的动画不会动作,只是在对象移动时在一帧处停止。下面是main.js的代码和问题示例: var画布; var期; var imgCharRun=新图像(); var imgCharIdle=新图像(); var bmpAnimation; var canvasx; var isClicked=false; 函数init(){ c
var画布;
var期;
var imgCharRun=新图像();
var imgCharIdle=新图像();
var bmpAnimation;
var canvasx;
var isClicked=false;
函数init(){
canvas=document.getElementById('canvas');
canvasx=canvas.offsetLeft;
imgCharRun.src=“monsterRun.png”;
imgCharIdle.src=“monsterIdle.png”;
startGame();
}
函数startName(){
stage=newcreatejs.stage(画布);
阶段.启用(10);
var spriteSheet=new createjs.spriteSheet({
图片:[imgCharRun,imgCharIdle],
帧:{宽度:64,高度:64,regX:32,regY:32},
动画:{
步行:[0,9,“步行”],
空闲:[10,20,“空闲”]
}
});
bmpAnimation=新建createjs.BitmapAnimation(精灵表);
bmpAnimation.gotoAndPlay(“空闲”);
bmpAnimation.scaleX=1;
bmpAnimation.x=canvas.width/2;
bmpAnimation.y=canvas.height-100;
bmpAnimation.currentFrame=9;
阶段。添加儿童(bmpAnimation);
createjs.Ticker.addListener(窗口);
createjs.Ticker.useRAF=true;
createjs.Ticker.setFPS(30);
}
document.onmousedown=函数(e){
isClicked=true;
window.mousex=e.clientX-canvasx;
}
函数isMouseClicked(){
如果(已单击){
moveToMouse();
}
}
函数moveToMouse(){
if(bmpAnimation.xmousex){
bmpAnimation.x-=5;
bmpAnimation.gotoAndPlay(“步行”);
bmpAnimation.scaleX=1;
}
}
函数tick(){
stage.update();
IsmouseClacked();
}
请帮我解决这个问题:鼠标按下时,您在每一帧调用
gotoAndPlay(“行走”)
,因此它会不断将动画设置为行走动画的第一帧。您需要一个标志来指示动画是否已经运行,并确保只调用一次。问题已解决,谢谢。这是我想要的:谢谢,我会尽力做到的。但是如果我将面临一个问题,我能指望你的帮助吗?好的,我已经修改了一些东西来修复这个错误,但是出现了另一个问题。现在动画只是偶尔停止,我知道它的原因。之前,我尝试通过简单地从字符的.x坐标中添加或减去5个像素来进行基本运动。但是如果我想让character在character.x==mouse.x时停止,那么问题就出现了,因为character.x与mouse.x非常接近,而不是==mousex。我如何才能不移动鼠标单击?@Rustem-使用距离测量而不是精确检查:Math.abs(currentX destinationX)>阈值
。
var canvas;
var stage;
var imgCharRun = new Image();
var imgCharIdle = new Image();
var bmpAnimation;
var canvasx;
var isClicked = false;
function init() {
canvas = document.getElementById('canvas');
canvasx = canvas.offsetLeft;
imgCharRun.src = "monsterRun.png";
imgCharIdle.src = "monsterIdle.png";
startGame();
}
function startGame(){
stage = new createjs.Stage(canvas);
stage.enableMouseOver(10);
var spriteSheet = new createjs.SpriteSheet({
images: [imgCharRun, imgCharIdle],
frames: {width: 64, height: 64, regX: 32, regY: 32},
animations: {
walk: [0, 9, "walk"],
idle: [10, 20, "idle"]
}
});
bmpAnimation = new createjs.BitmapAnimation(spriteSheet);
bmpAnimation.gotoAndPlay ("idle");
bmpAnimation.scaleX = 1;
bmpAnimation.x = canvas.width/2;
bmpAnimation.y = canvas.height-100;
bmpAnimation.currentFrame = 9;
stage.addChild(bmpAnimation);
createjs.Ticker.addListener(window);
createjs.Ticker.useRAF = true;
createjs.Ticker.setFPS(30);
}
document.onmousedown = function(e) {
isClicked = true;
window.mousex = e.clientX-canvasx;
}
function isMouseClicked() {
if (isClicked){
moveToMouse();
}
}
function moveToMouse() {
if(bmpAnimation.x<mousex) {
bmpAnimation.x+=5;
bmpAnimation.gotoAndPlay("walk");
bmpAnimation.scaleX = -1;
}
if(bmpAnimation.x>mousex) {
bmpAnimation.x-=5;
bmpAnimation.gotoAndPlay("walk");
bmpAnimation.scaleX = 1;
}
}
function tick() {
stage.update();
isMouseClicked();
}