我制作了一个Spritesheet并对其进行了编码,以便它可以运行通过它。如何使draw函数每秒运行一次。当我让它运行update函数中的函数时,它使spritesheet变得超级快,因为那就是世界的更新速度,但是我希望它以不同的速度更新。
(function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 1000,
height = 200,
player = {
x: width / 2,
y: height - 15,
width: 48,
height: 64,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false,
count: 0,
img: new Image()
},
keys = [],
friction = 0.8,
gravity = 0.3;
player.img.src = "img/playersheet.png";
player.img.onload = draw;
var sprX;
var sprY;
setTimeout(draw, 3000);
var boxes = [];
// dimensions
boxes.push({
x: 0,
y: 0,
width: 10,
height: height
});
boxes.push({
x: 0,
y: height - 2,
width: width,
height: 50
});
boxes.push({
x: width - 10,
y: 0,
width: 50,
height: height
});
boxes.push({
x: 120,
y: 100,
width: 80,
height: 80
});
boxes.push({
x: 250,
y: 150,
width: 80,
height: 80
});
boxes.push({
x: 400,
y: 180,
width: 80,
height: 80
});
boxes.push({
x: 270,
y: 150,
width: 40,
height: 40
});
canvas.width = width;
canvas.height = height;
function draw() {
requestAnimationFrame(draw);
sprX = (player.count % 3) * 171;
sprY = Math.floor(player.count / 9) * 351;
ctx.drawImage(player.img, sprX, sprY, 171, 351, 50, 50, 32, 32);
if(player.count == 2)
player.count = 0;
else
player.count++;
}
function update() {
// check keys
if (keys[87] || keys[32]) {
// up arrow or space
if (!player.jumping && player.grounded) {
player.jumping = true;
player.grounded = false;
player.velY = -player.speed * 2;
}
}
if (keys[68]) {
// right arrow
if (player.velX < player.speed) {
player.velX++;
//player.img.src = "img/player_r.png";
}
}
if (keys[65]) {
// left arrow
if (player.velX > -player.speed) {
player.velX--;
//player.img.src = "img/player.png";
}
}
if (keys[83]) {
// down arrow
//player.img.src = "img/player_crouch.png";
}
player.velX *= friction;
player.velY += gravity;
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "black";
ctx.beginPath();
player.grounded = false;
for (var i = 0; i < boxes.length; i++) {
ctx.rect(boxes[i].x, boxes[i].y, boxes[i].width, boxes[i].height);
var dir = colCheck(player, boxes[i]);
if (dir === "l" || dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -1;
}
}
if(player.grounded){
player.velY = 0;
}
player.x += player.velX;
player.y += player.velY;
ctx.fill();
requestAnimationFrame(update);
}
function colCheck(shapeA, shapeB) {
// get the vectors to check against
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
// add the half widths and half heights of the objects
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = null;
// if the x and y vector are less than the half width or half height, they we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
// figures out on which side we are colliding (top, bottom, left, or right)
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
}
document.body.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function () {
update();
});
<head>
<title>Platformer Game</title>
</head>
<body>
<h3>Arrow keys to move, and space to jump</h3>
<canvas id="canvas"></canvas>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</body>
最佳答案
如果我理解正确,您的draw
函数只是循环遍历3x3子画面并不断进行绘制。您可以尝试的一种方法是设置自己的帧速率(fps)并检查与开始时间的偏移量:
var fps = 24;
var msPerFrame = 1000 / fps;
var startTime;
function draw() {
if (!startTime) startTime = Date.now();
var elapsedTime = Date.now() - startTime;
var spriteIndex = Math.floor(elapsedTime / msPerFrame) % 9;
requestAnimationFrame(draw);
sprX = (spriteIndex % 3) * 171;
sprY = Math.floor(spriteIndex / 9) * 351;
ctx.drawImage(player.img, sprX, sprY, 171, 351, 50, 50, 32, 32);
}
我使用4x4的Sprite表制作了一个有效的小提琴here,并尝试重用许多代码,以便您了解发生了什么。
关于javascript - Spritesheet上的时序,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/40644613/