我目前正在尝试使用一些Mario Sprites为我的游戏创建一个TILEMAP。由于某种原因,没有图像正在加载,我尝试了我能想到的一切。
我尝试了以下代码以使用2D数组生成我的地图:
JS:
var canvas = document.getElementById("GameCanvas")
var ctx = canvas.getContext("2d")
var testMap = [
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1]
];
var testBlock = new Image();
testBlock.src = "./img/52571.png"
var posX = 0;
var posY = 0;
function drawMap () {
for (var i = 0; i < testMap.length; i++) {
for (var j = 0; j < testMap[i].length; j++) {
if (testMap[i][j] == 1) {
ctx.drawImage(testBlock, 0, 0, 16, 16, posX, posY, 16, 16);
}
posX += 16;
}
posX = 0;
posY += 16;
};
}
html:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Game</title>
</head>
<body>
<canvas id = "GameCanvas" width = "800" height = "480"></canvas>
<script src ='game_main.js'></script>
</body>
</html>
这是瓷砖。
任何人都可以就为什么不起作用提供一些见解?
确保在绘制之前加载图像。
您可以通过在testBlock.onload
中调用drawMap
来做到这一点。
这是一个工作演示(只需单击Run code snippet
):
var testMap = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
];
var testBlock = new Image();
testBlock.onload = drawMap;
testBlock.src = "https://i.stack.imgur.com/R6JFX.png"
function drawMap() {
var canvas = document.getElementById("GameCanvas")
var ctx = canvas.getContext("2d")
var posX = 0;
var posY = 0;
for (var i = 0; i < testMap.length; i++) {
for (var j = 0; j < testMap[i].length; j++) {
if (testMap[i][j] == 1) {
ctx.drawImage(testBlock, 0, 0, 16, 16, posX, posY, 16, 16);
}
posX += 16;
}
posX = 0;
posY += 16;
};
}
<body>
<canvas id="GameCanvas" width="160" height="96" style="border:1px solid #000000;" />
</body>
在您的代码中,您定义了drawMap
功能,但未调用。在图像的onload
上调用DrawMap功能。
const canvas = document.getElementById("GameCanvas");
const ctx = canvas.getContext("2d");
var testMap = [
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1]
];
const testBlock = new Image();
testBlock.src = "https://mdn.mozillademos.org/files/5397/rhino.jpg"
testBlock.onload = drawMap;
let posX = 0;
let posY = 0;
function drawMap () {
for (let i = 0; i < testMap.length; i++) {
for (let j = 0; j < testMap[i].length; j++) {
if (testMap[i][j] == 1) {
ctx.drawImage(testBlock, 0, 0, 16, 16, posX, posY, 16, 16);
}
posX += 16;
}
posX = 0;
posY += 16;
};
}
<canvas id = "GameCanvas" width = "800" height = "480"></canvas>