我是编程的新手,我正在尝试创建一些代码,允许我通过按箭头键在Canvas周围移动一个方块.我能够让广场移动,但它的动作不是很平滑.我让它一次以10像素的增量移动,所以我理解为什么它会感觉有点生涩,因为10帧差异的每个位置之间没有任何动画,但让它以较小的增量移动会使它远太慢了.到目前为止我所做的工作如下:
window.onload = function init() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
setInterval(gameLoop,50);
window.addEventListener('keydown',whatKey,true);
}
avatarX = 400
avatarY = 300
function gameLoop() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 800
canvas.height = 600
ctx.fillRect(avatarX,avatarY,50,50);
}
function whatKey(e) {
switch(e.keyCode) {
case 37:
avatarX = avatarX - 10;
break;
case 39:
avatarX = avatarX + 10;
break;
case 40:
avatarY = avatarY + 10;
break;
case 38:
avatarY = avatarY - 10;
break;
}
}
每次我按下右箭头键,我都希望广场以恒定的速度在那个方向上平稳移动.在此先感谢任何帮助!
解决方法:
添加了一些东西,第一个是requestAnimationFrame for reasons explained here.
然后我添加了一个keyup和keydown事件处理程序,它们将使用数组跟踪当前正在推送的键.如果数组中的键为true,则当前正在推送它,如果为false,则不是.此方法还允许您一次按住多个键.
然后我添加了速度变量,这些变量根据按下的内容而增加或减少,以及maxSpeed变量,因此您不会比某个速度快.可以删除maxSpeed变量,也可以删除递增和递减的velX和velY,您只需要取消注释我留下的行.它似乎在10点太快了,这就是为什么我加上渐进的速度.
上面看起来很生涩,因为框架是用向上和向下箭头滚动的,因为画布有点苦,使用全屏链接来完全测试运动.
(function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
window.onload = function init() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
gameLoop();
}
window.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
window.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
var avatarX = 400,
avatarY = 300,
velX = 0,
velY = 0,
keys = [],
maxSpeed = 10;
function gameLoop() {
whatKey();
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 800;
canvas.height = 600;
avatarX += velX;
avatarY += velY;
ctx.fillRect(avatarX, avatarY, 50, 50);
requestAnimationFrame(gameLoop);
}
function whatKey() {
if (keys[37]) {
//velX = -10;
if (velX > -maxSpeed) {
velX -= 0.5;
}
}
if (keys[39]) {
//velX = 10;
if (velX < maxSpeed) {
velX += 0.5;
}
}
if (keys[40]) {
//velY = 10;
if (velY < maxSpeed) {
velY += 0.5;
}
}
if (keys[38]) {
//velY = -10;
if (velY > -maxSpeed) {
velY -= 0.5;
}
}
}