为啥精灵角色更新位置会导致轨迹?
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【中文标题】为啥精灵角色更新位置会导致轨迹?【英文标题】:Why is sprite character update position causing a trail?为什么精灵角色更新位置会导致轨迹? 【发布时间】:2019-08-15 16:29:18 【问题描述】:当点击输入以重新渲染和移动精灵时,这会导致精灵在屏幕上出现某种拖尾/拖尾。
我尝试过clearRect()
,但这似乎没有任何区别。我也以此为灵感https://github.com/jlongster/canvas-game-bootstrap,但我不太清楚画布是如何被覆盖的
我正在使用与https://github.com/jlongster/canvas-game-bootstrap 非常相似的渲染实体方法,但是这仍然不是在玩球。
ctx.save();
ctx.translate( entity.settings.pos[ 0 ], entity.settings.pos[ 1 ] );
entity.settings.sprite.render( ctx );
ctx.restore();
这是我的 index.js
(function()
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
var playerSpeed = 200;
resources.load([
"images/rsprites_iddle/trump_iddle.png",
"images/rsprites_run/trump_run.png"
]);
function init()
loop();
resources.onReady( init );
var previousCoords =
x: 0,
y: 0,
;
window.previousCoords = previousCoords;
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d'),
width = window.innerWidth,
height = window.innerHeight,
keys = [],
friction = 0.8,
gravity = 0.4,
boxes = [],
powerup = [];
var playerCharacter = new Player(
direction: 'forward',
pos: [0, 0],
sprite: new Sprite( "images/rsprites_iddle/trump_iddle.png", [0, 0], [ 256, 256 ], 14, [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ], 'horizontal' ),
x: width / 2,
y: height - 256,
width: 256,
height: 256,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: true,
);
window.playerCharacter = playerCharacter;
canvas.width = width;
canvas.height = height;
function update( dt )
handleInput(dt);
updateEntities( dt )
draw();
function draw()
renderEntity( playerCharacter );
// draw();
var lastTime = 0;
function loop(timestamp)
var now = Date.now();
var dt = (now - lastTime) / 1000.0;
var progress = timestamp - lastRender;
update(dt);
lastRender = timestamp;
lastTime = now;
window.requestAnimationFrame(loop);
document.body.addEventListener("keydown", function(e)
keys[e.keyCode] = true;
);
document.body.addEventListener("keyup", function(e)
keys[e.keyCode] = false;
);
function renderEntity( entity )
ctx.save();
ctx.clearRect( previousCoords.x, previousCoords.y, playerCharacter.settings.width, playerCharacter.settings.height );
ctx.translate( entity.settings.pos[ 0 ], entity.settings.pos[ 1 ] );
entity.settings.sprite.render( ctx );
ctx.restore();
function updateEntities( dt )
playerCharacter.settings.sprite.update( dt );
function handleInput( dt )
if( input.isDown( 'LEFT' ) || input.isDown( 'a' ) )
playerCharacter.settings.pos[0] += playerSpeed * dt;
playerCharacter.settings.direction = "LEFT";
if( input.isDown( 'RIGHT' ) || input.isDown( 'd' ) )
playerCharacter.settings.pos[0] -= playerSpeed * dt;
playerCharacter.settings.direction = "RIGHT";
previousCoords.x = playerCharacter.settings.pos[0];
previousCoords.y = playerCharacter.settings.pos[1];
var lastRender = 0;
)();
sprite.js
(function()
function Sprite( url, pos, size, speed, frames, dir, once )
this.pos = pos;
this.size = size;
this.speed = typeof speed === 'number' ? speed : 0;
this.frames = frames;
this._index = 0;
this.url = url;
this.dir = dir || 'horizontal';
this.once = once;
Sprite.prototype =
update: function( dt )
this._index += this.speed * dt;
,
render: function( ctx )
var frame;
if( this.speed > 0 )
var max = this.frames.length;
var idx = Math.floor( this._index );
frame = this.frames[ idx % max ];
if( this.once && idx >= max )
this.done = true;
return;
else
frame = 0;
var x = this.pos[0];
var y = this.pos[1];
if( this.dir == 'vertical' )
y += frame * this.size[1];
else
x += frame * this.size[0];
if( playerCharacter.settings.direction !== "forward" )
if( playerCharacter.settings.direction == "LEFT" )
x = this.size[0];
else if( playerCharacter.settings.direction == "RIGHT" )
x = this.size[0] * 2;
else
x = 0;
ctx.drawImage( resources.get( this.url ), 256, y, this.size[0], this.size[1], window.innerWidth / 2 - ( this.size[ 0 ] / 2 ), window.innerHeight - this.size[0], this.size[0], this.size[1] );
;
window.Sprite = Sprite;
)();
我希望精灵更新位置并重绘到画布,没有工件或以前的精灵。
【问题讨论】:
Canvas 是一个像素缓冲区,您需要清除它并在每帧重绘动画内容。在主渲染循环开始时使用ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height)
请将其作为答案,这样我就可以为您应得的解决方案归功于您:)
【参考方案1】:
Canvas 是一个像素缓冲区,您需要清除它并在每一帧重绘动画内容。在主渲染循环开始时使用ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height)
正如blindman67 的评论所指出的
【讨论】:
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