画布迷宫游戏动画流畅



我正在基于本教程构建一个迷宫游戏。只要你按住箭头键,我就成功地让玩家矩形继续移动。当你第一次开始游戏时,动画真的很好很快,但似乎玩了几秒钟后,动画变得越来越慢。有人能帮我弄清楚为什么会发生这种事吗?

我已经创建了一个代码片段,但不幸的是,它不能正常工作,因为我使用的迷宫图像导致了交叉原点错误。

var canvas;
var ctx;
var dx = 2;
var dy = 2;
var WIDTH = 482;
var HEIGHT = 482;
//movement
var x = 200,
y = 5,
staticX = 200,//this should be the same as x (used for resetting the game)
staticY = 5,//this should be the same as y (used for resetting the game)
keys = [];
var img = new Image();
var collision = 0;
var showingWinScreen = false;
var playerSize = 15;
var startTime = null,
lastTime = null,
endTime,  // for scale
isRunning = false,
FPS = 1000/60; // ideal frame rate
function rect(x,y,w,h) {
ctx.beginPath();
ctx.rect(x,y,w,h);
ctx.closePath();
ctx.fill();
}
function clear() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
function drawMaze() {
ctx.drawImage(img, 0, 0);
}
function drawPlayer() {
doKeyDown();
ctx.fillStyle = "purple";
rect(x, y, 15,15);
}
function draw() {
clear();
if(showingWinScreen) {
isRunning = false;
drawRect(0,0,canvas.width, canvas.height,"black");
ctx.fillStyle = "white";
ctx.font = "20px Arial";
ctx.fillText("You Won! Click to play again", 70,canvas.height/2);
ctx.fillText("Time Elapsed: " + endTime, 70, canvas.height*0.6);
return;
}
isRunning = true;
drawMaze();
drawPlayer();
requestAnimationFrame(loop);
}
function drawRect(leftX, topY, width, height, drawColor) {
ctx.fillStyle = drawColor;
ctx.fillRect(leftX,topY,width, height);
}
//timer
function loop(timeStamp) {
if (!startTime) {
startTime = timeStamp;
}
var timeDiff = lastTime ? timeStamp - lastTime : FPS,
timeElapsed = timeStamp - startTime,
timeScale = timeDiff / FPS; // adjust variations in frame rates
lastTime = timeStamp;
var totalTime = timeElapsed*0.001;
var minutes = Math.floor(totalTime / 60);
var seconds = totalTime % 60;
drawRect(WIDTH,10,70, 30,"black");
ctx.fillStyle = "white";
ctx.font = "14px Arial";
ctx.fillText(minutes + ":" + (seconds).toFixed(2), WIDTH*1.04, 30);
endTime = minutes + ":" + (seconds).toFixed(0);
if (isRunning) requestAnimationFrame(loop);
}
function init() {
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
img.src = "https://html5.litten.com/images/maze.gif";
var framesPerSecond = 60;
return setInterval( function() {
draw();
}, 1000/framesPerSecond);
}
function checkcollision() {
var imgd = ctx.getImageData(x, y, playerSize, playerSize);
var pix = imgd.data;
for (var i = 0; n = pix.length, i < n; i += 4) {
if (pix[i] == 0) {
collision = 1;
}
}
}
function checkWin() {
var imageData = ctx.getImageData(x, y, playerSize, playerSize);
var r, g, b, a;
for (var i = 0; i+3 < imageData.data.length; i += 4) {
r = imageData.data[i];
g = imageData.data[i+1];
b = imageData.data[i+2];
a = imageData.data[i+3];
//if red
if ( r === 255 && b === 0 ) {
console.log(' R: ' + r + '<br>G: ' + g + '<br>B: ' + b);
isRunning = false;
showingWinScreen = true;
}
}
}
function handleMouseClick(event) {
if (showingWinScreen) {
showingWinScreen = false;
x = staticX;
y = staticY;
draw();
}
}
//arrow keys
function doKeyDown(){
//left
if (keys[37]) {
if (x - dx > 0){
x -= dx;
checkcollision();
checkWin();
if (collision == 1){
x += dx;
collision = 0;
}
}
}
//right
if (keys[39]) {
if (x + dx < WIDTH){
x += dx;
checkcollision();
checkWin();
if (collision == 1){
x -= dx;
collision = 0;
}
}
}
//down
if (keys[40]) {
if (y + dy < HEIGHT ){
y += dy;
checkcollision();
checkWin();
if (collision == 1){
y -= dy;
collision = 0;
}
}
}
//up
if (keys[38]) {
if (y - dy > 0){
y -= dy;
checkcollision();
checkWin();
if (collision == 1){
y += dy;
collision = 0;
}
}
}
}
init();
window.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
window.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
canvas.addEventListener("mousedown", handleMouseClick);
(function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})()
<canvas id="canvas" width="582" height="582">
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>

这里最大的问题是什么
您的计时器。

让我们删除与画布相关的所有内容,并尝试记录您绘制这个小时间计数器的每帧次数:

// If everything was ok, frame_count should never be higher than 1
var frame_count = 0;
var total_count = 0;
function frame_loop() {
frame_log.textContent = frame_count;
total_log.textContent = total_count;
// reset our frame counter
frame_count = 0;
// do it again next loop
requestAnimationFrame(frame_loop);
}
frame_loop();
var startTime = null,
lastTime = null,
endTime,  // for scale
isRunning = false,
FPS = 1000/60; // ideal frame rate
function draw() {
isRunning = true;
requestAnimationFrame(loop);
}
//timer
function loop(timeStamp) {
frame_count ++;
total_count ++;

if (!startTime) {
startTime = timeStamp;
}
var timeDiff = lastTime ? timeStamp - lastTime : FPS,
timeElapsed = timeStamp - startTime,
timeScale = timeDiff / FPS; // adjust variations in frame rates
lastTime = timeStamp;
var totalTime = timeElapsed*0.001;
var minutes = Math.floor(totalTime / 60);
var seconds = totalTime % 60;
endTime = minutes + ":" + (seconds).toFixed(0);
if (isRunning) requestAnimationFrame(loop);
}
function init() {
var framesPerSecond = 60;
return setInterval( function() {
draw();
}, 1000/framesPerSecond);
}
init();
<p>number of times loop() has been called <b>during last frame</b>: <span id="frame_log"></span></p>
<p>number of times loop() has been called <b>in total</b>: <span id="total_log"></span></p>

你看到问题了吗
几秒钟后,您将在每帧中绘制此文本数千次
每帧只需要绘制一次。

那是因为你确实混合了setIntervalrequestAnimationFrame

根据经验,永远不要这样做
requestAnimationFrame只能从其回调或初始化函数中调用。

setInterval不应用于调用任何应该以高频率绘制的内容。这是requestAnimationFrame的工作。

所以去掉这个setInterval,使用一个单独的requestAnimationFrame循环:

// If everything was ok, frame_count should never be higher than 1
var frame_count = 0;
var total_count = 0;
function frame_loop() {
frame_log.textContent = frame_count;
total_log.textContent = total_count;
// reset our frame counter
frame_count = 0;
// do it again next loop
requestAnimationFrame(frame_loop);
}
frame_loop();
var startTime = null,
lastTime = null,
endTime,  // for scale
isRunning = false,
FPS = 1000/60; // ideal frame rate
function draw() {
isRunning = true;
// remove this one, loop will call itself
//  requestAnimationFrame(loop);
}
//timer
function loop(timeStamp) {
frame_count ++;
total_count ++;

if (!startTime) {
startTime = timeStamp;
}
var timeDiff = lastTime ? timeStamp - lastTime : FPS,
timeElapsed = timeStamp - startTime,
timeScale = timeDiff / FPS; // adjust variations in frame rates
lastTime = timeStamp;
var totalTime = timeElapsed*0.001;
var minutes = Math.floor(totalTime / 60);
var seconds = totalTime % 60;
endTime = minutes + ":" + (seconds).toFixed(0);
if (isRunning) requestAnimationFrame(loop);
}
function init() {
isRunning  = true;
// from init only we can start the loop
loop();
}
init();
<p>number of times loop() has been called <b>during last frame</b>: <span id="frame_log"></span></p>
<p>number of times loop() has been called <b>in total</b>: <span id="total_log"></span></p>

现在我们已经解决了这个巨大的问题,我们可以更多地检查您正在做的其他事情。。。

不要将游戏逻辑与渲染逻辑混淆。

基本设置是一个主循环,它将调用所有子函数及其本身
这些子功能基本上是

  • 1更新场景
  • 2渲染场景

在更新部分,您将更新玩家位置,检查碰撞等。

然后,渲染将只需要使用更新后的值。

(function(imgurl) {
function mainLoop(t) {
update(t);
render();
if (isRunning) {
requestAnimationFrame(mainLoop);
}
}
function update(t) {
updateTimer(t);
updatePlayer(t);
}
function render() {
clear();
if (showingWinScreen) {
showWinScreen();
return;
}
renderTimer();
renderMaze();
renderPlayer();
}
function init() {
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
img.onload = mainLoop;
img.src = imgurl;
canvas.addEventListener("mousedown", handleMouseClick);
isRunning = true;
}
function showWinScreen() {
isRunning = false;
drawRect(0, 0, canvas.width, canvas.height, "black");
ctx.fillStyle = "white";
ctx.font = "20px Arial";
ctx.fillText("You Won! Click to play again", 70, canvas.height / 2);
ctx.fillText("Time Elapsed: " + endTime, 70, canvas.height * 0.6);
}
var canvas;
var ctx;
var dx = 2;
var dy = 2;
var WIDTH = 482;
var HEIGHT = 482;
//movement
var x = 200,
y = 5,
staticX = 200,
staticY = 5,
keys = [];
var img = new Image();
var collision = 0;
var showingWinScreen = false;
var playerSize = 15;
//timer
var startTime = null,
lastTime = null,
endTime, // for scale
isRunning = false,
timer = '';
function updateTimer(timeStamp) {
if (!startTime) {
startTime = timeStamp;
}
var timeElapsed = timeStamp - startTime;
lastTime = timeStamp;
var totalTime = timeElapsed * 0.001;
var minutes = Math.floor(totalTime / 60);
var seconds = totalTime % 60;
timer = minutes + ":" + (seconds).toFixed(2);
endTime = minutes + ":" + (seconds).toFixed(0);
}
function renderTimer() {
drawRect(WIDTH, 10, 70, 30, "black");
ctx.fillStyle = "white";
ctx.font = "14px Arial";
ctx.fillText(timer, WIDTH * 1.04, 30);
}
// merge both collision and win in a single check
function checkPosition() {
collision = 0;
showingWinScreen = false;
var imgd = ctx.getImageData(x, y, playerSize, playerSize);
var pix = imgd.data;
var r, g, b, a;
for (var i = 0, n = pix.length; i < n; i += 4) {
r = pix[i];
g = pix[i + 1];
b = pix[i + 2];
a = pix[i + 3];
if (r == 0) {
collision = 1;
}
//if red
if (r === 255 && b === 0) {
console.log(' R: ' + r + '<br>G: ' + g + '<br>B: ' + b);
isRunning = false;
showingWinScreen = true;
}
}
}
function updatePlayer() {
var direction_x = 0;
var direction_y = 0;
// get the directions
if (keys[37]) { //left
direction_x = -dx;
}
if (keys[39]) { //right
direction_x += dx;
}
if (keys[40]) { //bottom
direction_y += dy;
}
if (keys[38]) { //top
direction_y -= dy;
}
var updated = false;
// update the position
if (x + direction_x > 0 && x + direction_x < WIDTH) {
x += direction_x;
updated = true;
}
if (y + direction_y > 0 && y + direction_y < HEIGHT) {
y += direction_y;
updated = true;
}
// check for collision/win
if (updated) {
checkPosition();
}
// undo if needed
if (collision === 1) {
x -= direction_x;
y -= direction_y;
}
}
function renderPlayer() {
drawRect(x, y, playerSize, playerSize, "purple");
}
function renderMaze() {
ctx.drawImage(img, 0, 0);
}
function clear() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
function drawRect(leftX, topY, width, height, drawColor) {
ctx.fillStyle = drawColor;
ctx.fillRect(leftX, topY, width, height);
}
function handleMouseClick(event) {
if (showingWinScreen) {
showingWinScreen = false;
x = staticX;
y = staticY;
mainLoop(); // restart
}
}
window.addEventListener("keydown", function(e) {
e.preventDefault();
keys[e.keyCode] = true;
});
window.addEventListener("keyup", function(e) {
keys[e.keyCode] = false;
});
init();
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');
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还有很多地方需要改进,例如,您可能最好将迷宫设置为JSON格式,只查看xy的碰撞和获胜值,而不是检查绘制的像素,但对于这个小答案来说,这有点太多了。

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