更新
将其更改为以下内容,并注意到速度有所提高。现在的问题是,播放器将滑动而不会为框架设置动画。
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);
我当前面临的一些问题是:地图边缘代码部分已完全损坏。我只是在尝试使播放器无法移动到canvas.width / canvas.height以上。另外,我的播放器动作非常缓慢且反应迟钝。我认为是因为我添加了isMoving支票。我希望能够更顺畅地移动。现在,角色需要很长时间才能移动,以至于我感觉自己好像在落后。另外,由于某种原因,有时它会移动不止一次。它是完全随机的。任何帮助,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);
最佳答案
我更改的要点:
请勿在任何地方使用setInterval
。相反,我们让浏览器以可以使用requestAnimationFrame
处理的速率处理FPS。
一个中央游戏循环(update()
)。以前,您需要进行大量计算,并且每次按下按键时都会启动新的后台循环。那很糟。如果有人要捣碎箭头键,则浏览器将不得不在后台处理100多个setInterval
。
我们没有在按键事件中进行任何计算,而是仅使用变量来跟踪按下了哪些按钮。然后在游戏循环中(每帧发生一次),如果按住箭头键,我们可以将玩家移动几个像素。
为您练习:
动画快得惊人,因为玩家帧在每个游戏帧中都前进。慢下来!
如果更快的计算机以60fps的速度运行,则播放器每秒将移动60 * 4 = 240像素。如果较慢的计算机以20fps的速度运行,则播放器每秒只能移动20 * 4 = 80像素。这实际上是一个巨大的差异。为了使您的游戏在任何平台上都能始终如一地运行,您应根据游戏的运行速度或多或少地移动玩家。 Here's a good article让您开始。此外,requestAnimationFrame
文档也将有所帮助。
这是代码:
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;
}
}
关于javascript - Javascript Action 缓慢,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/32588788/