Javascript缓慢的玩家移动
更新 将其更改为以下内容,并注意到速度提高。现在的问题是,播放器只需滑动而不设置帧动画Javascript缓慢的玩家移动,javascript,canvas,Javascript,Canvas,更新 将其更改为以下内容,并注意到速度提高。现在的问题是,播放器只需滑动而不设置帧动画 var animator, frames; animator = window.setInterval(function(){ if(currentFrame == totalFrames){ clearInterval(animator); currentFrame = 0; update(); isMoving = 0
var animator, frames;
animator = window.setInterval(function(){
if(currentFrame == totalFrames){
clearInterval(animator);
currentFrame = 0;
update();
isMoving = 0;
return;
}
xPosition += x;
yPosition += y;
frames = window.requestAnimationFrame(animator);
currentFrame++;
update();
},frames);
我目前面临的一些问题是:地图边缘代码部分完全被破坏了。我只是想让玩家不能移动到canvas.width/canvas.height之外。另外,我的球员动作非常缓慢,反应迟钝。我想这是因为我加了一张流动支票。我希望能够移动得更平稳。现在这个角色移动的时间太长了,我觉得自己好像落后了。此外,由于某些原因,有时它会移动不止一次。当它发生时,它是完全随机的。任何帮助都将不胜感激
var playerSprite = new Image();
playerSprite.src = "male.png";
var playerWidth = 64;
var playerHeight = 64;
var currentFrame = 0;
var totalFrames = 8;
var moveDistance = 4; // move 4 pixels
var xPosition = 300;
var yPosition = 200;
var direction = 2; // south, options: 0 - 3
var isMoving = 0;
var canvas, context;
window.addEventListener("load", function(){
canvas = document.getElementById('map');
context = canvas.getContext('2d');
})
function draw(){
context.drawImage(playerSprite,currentFrame * playerWidth, direction* playerHeight ,playerWidth,playerHeight,xPosition,yPosition,playerWidth,playerHeight);
}
function update()
{
clearMap();
draw();
}
function move(x, y){
if(isMoving)return;
isMoving = 1;
if(x > 0) direction = 3;
else if(x < 0) direction = 1;
if(y > 0) direction = 2;
else if(y < 0) direction = 0;
//update direction no matter what, implemented
// in order for directions to update
// when changing directions in map edges
//update();
/* Broken
if(xPosition + playerWidth + x > canvas.width)return; //works
else if(xPosition - x < 0)return; // player gets stuck
if(yPosition + playerHeight + y > canvas.height)return; //works
else if(yPosition - y < 0)return; // player gets stuck
//xPosition += x;
//yPosition += y;
*/
//actual animation update
var animator;
animator = window.setInterval(function(){
if(currentFrame == totalFrames){
clearInterval(animator);
currentFrame = 0;
update();
isMoving = 0;
return;
}
xPosition += x;
yPosition += y;
currentFrame++;
update();
},1000/16);
}
function clearMap(){
context.clearRect(0, 0, canvas.width, canvas.height);
}
function keyPress(e)
{
if(currentFrame == totalFrames){
currentFrame = 0;
}
switch(e.keyCode){
case 38: move(0, -moveDistance); break;
case 40: move(0, +moveDistance); break;
case 39: move(+moveDistance, 0); break;
case 37: move(-moveDistance, 0); break;
}
}
window.addEventListener("load", update, false);
window.addEventListener("keydown",keyPress);
var playerSprite=new Image();
playerSprite.src=“male.png”;
var playerWidth=64;
var playerHeight=64;
var currentFrame=0;
var totalFrames=8;
var moveDistance=4;//移动4像素
var xPosition=300;
变量位置=200;
变量方向=2;//南部,选项:0-3
var isMoving=0;
var,上下文;
addEventListener(“加载”,函数(){
canvas=document.getElementById('map');
context=canvas.getContext('2d');
})
函数绘图(){
绘图图像(playerSprite、currentFrame*playerWidth、direction*playerWidth、playerWidth、playerWidth、xPosition、yPosition、playerWidth、playerWidth);
}
函数更新()
{
clearMap();
draw();
}
功能移动(x,y){
如果(正在移动)返回;
isMoving=1;
如果(x>0)方向=3;
如果(x<0)方向=1,则为else;
如果(y>0)方向=2;
如果(y<0)方向=0,则为else;
//更新方向,无论发生什么,都要执行
//以便更新方向
//在贴图边中更改方向时
//更新();
/*破碎的
if(xPosition+playerWidth+x>canvas.width)返回;//有效
否则如果(xPosition-x<0)返回;//玩家被卡住
如果(yPosition+playerHeight+y>canvas.height)返回;//有效
否则如果(yPosition-y<0)返回;//玩家被卡住
//xPosition+=x;
//y位置+=y;
*/
//实际动画更新
var动画师;
animator=window.setInterval(函数(){
如果(currentFrame==totalFrames){
clearInterval(动画师);
currentFrame=0;
更新();
isMoving=0;
返回;
}
xPosition+=x;
y位置+=y;
currentFrame++;
更新();
},1000/16);
}
函数clearMap(){
clearRect(0,0,canvas.width,canvas.height);
}
功能按键(e)
{
如果(currentFrame==totalFrames){
currentFrame=0;
}
开关(如钥匙代码){
案例38:移动(0,-移动距离);中断;
情况40:移动(0,+移动距离);中断;
案例39:移动(+moveDistance,0);中断;
案例37:移动(-moveDistance,0);中断;
}
}
window.addEventListener(“加载”,更新,错误);
window.addEventListener(“向下键”,按键);
我更改的要点:
- 任何地方都不能使用
。相反,我们让浏览器使用setInterval
处理FPS的速率requestAnimationFrame
- 一个中央游戏循环(
)。以前,每次按下一个键,你都要做一系列的计算并开始新的背景循环。那太糟糕了。如果有人要捣碎箭头键,浏览器必须在后台处理100+update()
ssetInterval
- 我们不用在关键事件中进行任何计算,而是使用一个变量来跟踪按下的按钮。然后在每帧发生的游戏循环中,如果按住箭头键,我们可以将玩家移动几个像素
- 动画速度快得惊人,因为玩家帧在每一个游戏帧中都是高级的。慢点李>
- 如果一台速度更快的计算机以每秒60帧的速度运行,播放器将每秒移动60*4=240像素。如果速度较慢的计算机以20fps的速度运行,则播放器每秒仅移动20*4=80像素。这实际上是一个巨大的差异。要使游戏在任何平台上都能始终如一地运行,您应该根据游戏运行的速度多多少少移动玩家。开始游戏。此外,文档也会有所帮助
var playerSprite = new Image();
playerSprite.src = "male.png";
var playerWidth = 64;
var playerHeight = 64;
var currentFrame = 0;
var totalFrames = 8;
var direction = 2; // south, options: 0 - 3
var moveDistance = 4; // move 4 pixels
var xPosition = 300;
var yPosition = 200;
var left = 0,
right = 0,
up = 0,
down = 0;
var canvas, context;
window.addEventListener("keydown", keyPress);
window.addEventListener("keyup", keyRelease);
window.addEventListener("load", function(){
canvas = document.getElementById('map');
context = canvas.getContext('2d');
// tells the browser to call update() as soon as it's ready
// this prevents lockups, and also the browser regulates the FPS
window.requestAnimationFrame(update);
});
function update() {
// EVERYTHING game related happens in update (except listening for key events).
// This keeps everything organized, and prevents any lag/slowdown issues
// handles player movement and animation
movePlayer();
// handles all drawing
draw();
// lets the browser know we're ready to draw the next frame
window.requestAnimationFrame(update);
}
function movePlayer() {
if(left) {
xPosition -= moveDistance;
direction = 1;
}
if(right) {
xPosition += moveDistance;
direction = 3;
}
if(up) {
yPosition -= moveDistance;
direction = 0;
}
if(down) {
yPosition += moveDistance;
direction = 2;
}
// all this code happens every frame
// in english: if we're moving, advance to the next frame
if(left || right || up || down) {
currentFrame ++;
if(currentFrame == totalFrames) currentFrame = 0;
}
}
function draw() {
// clear the map
context.clearRect(0, 0, canvas.width, canvas.height);
// draw the next frame
context.drawImage(playerSprite, currentFrame * playerWidth, direction * playerHeight,
playerWidth, playerHeight,
xPosition, yPosition,
playerWidth, playerHeight);
}
// keyPress and keyRelease ensure that the variables are
// equal to 1 if pressed and 0 otherwise.
function keyPress(e)
{
switch(e.keyCode){
case 38: up = 1; break;
case 40: down = 1; break;
case 39: right = 1; break;
case 37: left = 1; break;
}
}
function keyRelease(e)
{
switch(e.keyCode){
case 38: up = 0; break;
case 40: down = 0; break;
case 39: right = 0; break;
case 37: left = 0; break;
}
}
我改变的要点是:
- 任何地方都不能使用
。相反,我们让浏览器使用setInterval
处理FPS的速率requestAnimationFrame
- 一个中央游戏循环(
)。以前,每次按下一个键,你都要做一系列的计算并开始新的背景循环。那太糟糕了。如果有人要捣碎箭头键,浏览器必须在后台处理100+update()
ssetInterval
- 我们不用在关键事件中进行任何计算,而是使用一个变量来跟踪按下的按钮。然后在每帧发生的游戏循环中,如果按住箭头键,我们可以将玩家移动几个像素
- 动画速度快得惊人,因为玩家帧在每一个游戏帧中都是高级的。慢点李>
- 如果一台速度更快的计算机以每秒60帧的速度运行,播放器将每秒移动60*4=240像素。如果速度较慢的计算机以20fps的速度运行,则播放器每秒仅移动20*4=80像素。这实际上是一个巨大的差异。要使游戏在任何平台上都能始终如一地运行,您应该根据游戏运行的速度多多少少移动玩家。开始游戏。此外,文档也会有所帮助
var playerSprite = new Image();
playerSprite.src = "male.png";
var playerWidth = 64;
var playerHeight = 64;
var currentFrame = 0;
var totalFrames = 8;
var direction = 2; // south, options: 0 - 3
var moveDistance = 4; // move 4 pixels
var xPosition = 300;
var yPosition = 200;
var left = 0,
right = 0,
up = 0,
down = 0;
var canvas, context;
window.addEventListener("keydown", keyPress);
window.addEventListener("keyup", keyRelease);
window.addEventListener("load", function(){
canvas = document.getElementById('map');
context = canvas.getContext('2d');
// tells the browser to call update() as soon as it's ready
// this prevents lockups, and also the browser regulates the FPS
window.requestAnimationFrame(update);
});
function update() {
// EVERYTHING game related happens in update (except listening for key events).
// This keeps everything organized, and prevents any lag/slowdown issues
// handles player movement and animation
movePlayer();
// handles all drawing
draw();
// lets the browser know we're ready to draw the next frame
window.requestAnimationFrame(update);
}
function movePlayer() {
if(left) {
xPosition -= moveDistance;
direction = 1;
}
if(right) {
xPosition += moveDistance;
direction = 3;
}
if(up) {
yPosition -= moveDistance;
direction = 0;
}
if(down) {
yPosition += moveDistance;
direction = 2;
}
// all this code happens every frame
// in english: if we're moving, advance to the next frame
if(left || right || up || down) {
currentFrame ++;
if(currentFrame == totalFrames) currentFrame = 0;
}
}
function draw() {
// clear the map
context.clearRect(0, 0, canvas.width, canvas.height);
// draw the next frame
context.drawImage(playerSprite, currentFrame * playerWidth, direction * playerHeight,
playerWidth, playerHeight,
xPosition, yPosition,
playerWidth, playerHeight);
}
// keyPress and keyRelease ensure that the variables are
// equal to 1 if pressed and 0 otherwise.
function keyPress(e)
{
switch(e.keyCode){
case 38: up = 1; break;
case 40: down = 1; break;
case 39: right = 1; break;
case 37: left = 1; break;
}
}
function keyRelease(e)
{
switch(e.keyCode){
case 38: up = 0; break;
case 40: down = 0; break;
case 39: right = 0; break;
case 37: left = 0; break;
}
}
我改变的要点是:
- 任何地方都不能使用
。相反,我们让浏览器使用setInterval
处理FPS的速率requestAnimationFrame
- 一个中央游戏循环