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社区首页 >问答首页 >HTML5画布滚动滞后

HTML5画布滚动滞后
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Stack Overflow用户
提问于 2017-10-28 18:08:50
回答 1查看 1.1K关注 0票数 0

我正在制作一个HTML5帆布平台游戏。玩家的视角(相机)在玩家的位置被更新之后,每帧都会被更新。这会导致相机稍微有点抖动(如果你看相机轮廓的最左边)。我不能让摄像机的位置那样波涛汹涌。

问:我如何修复相机,使它的位置是更新的球员的,但它是平滑的?(无缝移动,不颠簸,不滞后)

代码语言:javascript
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//setting everything up.
var canvas = document.getElementById("canvas"),
	ctx = canvas.getContext("2d"),
	wrapper = document.getElementById("wrapper"),
	requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame || window.mozRequestAnimationFrame,
	then = Date.now(),
	now,
	framesPerSecond = 30,
	counter = 1000/framesPerSecond,
	delta = 0,
	//for smooth movement.
	friction = 0.9,
	//to track key presses.
	keyDown = {};

var main = function(){
	now = Date.now();
	delta += now - then;
	then = now;

	if(delta >= counter){
		delta = 0;
		ctx.clearRect(0, 0, canvas.width, canvas.height);
		tick();
		render();
	}

	requestAnimationFrame(main);
}

var player = {
	x:0,
	y:115,
	w:20,
	h:20,
	velX:0,
	speed:3,
	color:"maroon",
	camX:0,
	camY:0,
	camOffsetX:250,
	camOffsetY:125,

	tick:function(){
		this.velX *= friction
		this.x += 2*this.velX;

		//left arrow key.
		if(37 in keyDown){
			if(this.velX > -this.speed){
				this.velX--;
			}
		}

		//right arrow key.
		if(39 in keyDown){
			if(this.velX < this.speed){
				this.velX++;
			}
		}

		//update new camera position after the player's position got updated.
		this.updateCamera();
	},

	render:function(){
		ctx.fillStyle = this.color;
		ctx.fillRect(this.x, this.y, this.w, this.h);
	},

	updateCamera:function(){
		//sets the center of the camera view to the center of the player
		this.camX = this.x + this.w/2 - this.camOffsetX;
		this.camY = this.y + this.h/2 - this.camOffsetY;
		//scrolls canvas with the camera
		wrapper.scrollLeft = this.camX;
	}
};

var tick = function(){
	player.tick();
}

var render = function(){
	player.render();
  
  //arrow pointing to the problem
  ctx.fillText("<---", player.camX + 10, player.y);

	//camera bounderies
	ctx.strokeRect(player.x + player.w/2 - player.camOffsetX, player.y + player.h/2 - player.camOffsetY, 2*player.camOffsetX, 2*player.camOffsetY);
		
	//sets markers so you can tell your're scrolling.
	ctx.fillText("250 pixels", 250, 10);
	ctx.fillText("500 pixels", 500, 10);
	ctx.fillText("750 pixels", 750, 10);
	ctx.fillText("1000 pixels", 1000, 10);
	ctx.fillText("1250 pixels", 1250, 10);
	ctx.fillText("1500 pixels", 1500, 10);
	ctx.fillText("1750 pixels", 1750, 10);
}

//adds or removes keys from keyDown on keydown or keyup
document.addEventListener("keydown", function(e){
	keyDown[e.keyCode] = true;
});

document.addEventListener("keyup", function(e){
	delete keyDown[e.keyCode];
});

requestAnimationFrame(main);
代码语言:javascript
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#wrapper {
  width:250px;
  height:250px;
  overflow:hidden;
  border:1px solid navy;
}
代码语言:javascript
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<!-- div is so the canvas can scroll. -->
<div id="wrapper" style="width:500px; height:250px; border:1px solid navy; overflow:hidden;">
	<canvas id="canvas" width="2000" height="250"></canvas>
</div>

EN

回答 1

Stack Overflow用户

回答已采纳

发布于 2017-10-28 19:02:52

问题在于你使用画布的方式。您不应该创建一个比屏幕上显示的更大的画布。如果你这样做了,你只会过度使用你的渲染代码。

闪烁是由于您试图适应画布像素的分数像素。如果您将相机位置设置为x= 100.5像素,则显示不能物理地将显示像素移动1/2,因此它将尽力插值画布像素以适应显示像素。结果是闪烁。

但是您不应该移动画布,而应该移动画布转换。这确保边界矩形始终与显示像素对齐,即使在滚动像素的分数时也是如此。

我对你的代码做了一些修改。在main函数中,我将画布转换更改为跟随摄像机,而不是在DOM中移动画布。

代码语言:javascript
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//adds or removes keys from keyDown on keydown or keyup
function keyEvent(e) {
  keyDown[e.keyCode] = e.type === "keydown"
}
document.addEventListener("keydown", keyEvent);
document.addEventListener("keyup", keyEvent);

requestAnimationFrame(main);
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const wrapper = document.getElementById("wrapper");
var then;
const framesPerSecond = 30;
var counter = 1000 / framesPerSecond;
var delta = 0;
var friction = 0.9;
const keyDown = {};

function main(time) {
  if (then === undefined) {
    then = time
  }
  delta += time - then;
  then = time;

  if (delta >= counter) {
    delta = 0;
    ctx.setTransform(1, 0, 0, 1, 0, 0); // set default transform
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    player.update();

    // set the view to the camera
    ctx.setTransform(1, 0, 0, 1, -player.camX, -player.camY);
    render();
  }

  requestAnimationFrame(main);
}

var player = {
  x: 0,
  y: 115,
  w: 20,
  h: 20,
  velX: 0,
  speed: 3,
  color: "maroon",
  camX: 0,
  camY: 0,
  camOffsetX: 250,
  camOffsetY: 125,

  update() {
    this.velX *= friction
    this.x += 2 * this.velX;
    if (keyDown["37"]) {
      if (this.velX > -this.speed) {
        this.velX--
      }
    }
    if (keyDown["39"]) {
      if (this.velX < this.speed) {
        this.velX++
      }
    }
    this.updateCamera();
  },
  render() {
    ctx.fillStyle = this.color;
    ctx.fillRect(this.x, this.y, this.w, this.h);
  },
  updateCamera() {
    this.camX = this.x + this.w / 2 - this.camOffsetX;
    this.camY = this.y + this.h / 2 - this.camOffsetY;
  }
};


var render = function() {
  player.render();

  //arrow pointing to the problem
  ctx.fillText("<---", player.camX + 10, player.y);
  ctx.fillText("Player X pos : " + player.camX.toFixed(3), player.x, 100);

  //camera bounderies
  ctx.strokeRect(player.x + player.w / 2 - player.camOffsetX, player.y + player.h / 2 - player.camOffsetY, 2 * player.camOffsetX, 2 * player.camOffsetY);

  //sets markers so you can tell your're scrolling.
  ctx.fillText("250 pixels", 250, 10);
  ctx.fillText("500 pixels", 500, 10);
  ctx.fillText("750 pixels", 750, 10);
  ctx.fillText("1000 pixels", 1000, 10);
  ctx.fillText("1250 pixels", 1250, 10);
  ctx.fillText("1500 pixels", 1500, 10);
  ctx.fillText("1750 pixels", 1750, 10);
}
代码语言:javascript
运行
复制
#wrapper {
  width: 500px;
  height: 250px;
  overflow: hidden;
  border: 1px solid cyan;
}
代码语言:javascript
运行
复制
<!-- div is so the canvas can scroll. -->
<div id="wrapper">
  <canvas id="canvas" width="500" height="250"></canvas>
</div>

票数 0
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/46992888

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