如何创建在画布上绘制精灵的函数?



我需要在javascript中创建带有canvas的函数sprite()我有 2 个代码 这要创建一个精灵:

var width = 40,
height = 28,
frames = 2,
currentFrame = 0,
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
image = new Image()
image.src = 'http://s28.postimg.org/k90gybbtl/bird_Sprite.png';
var draw = function(){
ctx.clearRect(0, 0, width, height);
ctx.drawImage(image, 0, height * currentFrame, width, height, 0, 0, width, height);
if (currentFrame == frames) {
currentFrame = 0;
} else {
currentFrame++;
}
}
setInterval(draw, 120);

我有另一个简单游戏的代码:

function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "black", 280, 40, "text");
myUpBtn = new component(canvasWidth, canvasHeight, "rgba(0, 0, 0, 0)", 0, 0); 
myGameArea.start();
}
function component(width, height, color, x, y, type) {
this.type = type;
if (type == "image") {
this.image = new Image();
this.image.src = color;
}
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;    
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else {
if (type == "image") {
ctx.drawImage(this.image, 
this.x, 
this.y,
this.width, this.height);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
}
this.clicked = function() {
var mytop = this.y;
var clicked = true;
if (mytop > myGameArea.y) {
clicked = false;
}
return clicked;
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
} // https://www.w3schools.com/graphics/game_images.asp

等。。。 现在的问题是...

我不能一起制作 2 个代码

谁能帮我?

谢谢:)

以下代码将你的精灵添加到 W3 学校的游戏代码中:

var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(40, 28, "red", 10, 120, "sprite");
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "black", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;    
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
if (type === "sprite") {
this.currentFrame = 0;
this.frames = 2;
this.tickCount = 0;
this.ticksPerFrame = 4;
this.image = new Image();
this.image.src = 'http://s28.postimg.org/k90gybbtl/bird_Sprite.png';
}
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else if (this.type == "sprite") {
if (this.tickCount > this.ticksPerFrame) {
ctx.drawImage(this.image, 0, this.height * this.currentFrame, this.width, this.height, this.x, this.y, this.width, this.height);
this.tickCount = 0;
if (this.currentFrame == this.frames) {
this.currentFrame = 0;
} else {
this.currentFrame++;
}
} else {
ctx.drawImage(this.image, 0, this.height * this.currentFrame, this.width, this.height, this.x, this.y, this.width, this.height);
this.tickCount++;
}
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
return;
} 
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 200;
height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
minGap = 50;
maxGap = 200;
gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
myObstacles.push(new component(10, height, "green", x, 0));
myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myScore.text="SCORE: " + myGameArea.frameNo;
myScore.update();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
function accelerate(n) {
myGamePiece.gravity = n;
}
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
<body onload="startGame()">
<br>
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
<p>Use the ACCELERATE button to stay in the air</p>
<p>How long can you stay alive?</p>
</body>

总结:

  • component函数中,如果type参数设置为sprite,我们将初始化变量以处理精灵动画
  • update函数中,我们每 4 次调用一次update时只绘制精灵动画的下一帧。这可确保精灵动画不会快速播放
  • 然后,我们增加或重置currentFrame计数,就像您之前在原始代码中所做的那样
  • 如果我们还没有准备好在精灵动画中显示下一帧,我们只需再次显示现有帧。

为了更进一步,您可能需要考虑重构我的解决方案,以便 sprite 是一个单独的"类",它继承了component的核心功能。

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