如何在 canvas 上使用 javascript 中的箭头键移动图像
How to move image on canvas using arrow keys in javascript
我已经尝试了几种我在此处看到的不同方法,但我无法完全移动我的图像。每当我尝试调整箭头键按下的代码时,它似乎只会让我的 canvas 缩小并且我的玩家模型(space 人)消失。
这里是 "drawing board" 我经常回到的地方,以及到目前为止我所拥有的。
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
// Create the image object
var spaceperson = new Image();
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, 280, 300);
};
// artwork by Harrison Marley (using make8bitart.com)
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";`
我是 javascript 的新手,我只是想弄清楚如何使用箭头键移动 specperson 图像。我试图为 space 人制作一个 class 来访问他们的 x,y 值,但我似乎无法在不使用 .onload
的情况下绘制图像
我找到了解决办法!
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
var xPos = 60;
var yPos = 310;
// Create the image object
var spaceperson = new Image();
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, xPos, yPos);
};
function move(e){
if(e.keyCode==39){
xPos+=10;
}
if(e.keyCode==37){
xPos-=10;
}
if(e.keyCode==38){
yPos-=10;
}
if(e.keyCode==40){
yPos+=10;
}
canvas.width=canvas.width;
ctx.drawImage(spaceperson, xPos, yPos);
}
document.onkeydown = move;
// artwork by Harrison Marley
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";
这是我前一段时间闲逛的游戏中的一些稍微修改过的代码。如果您想查看更多代码,请查看 complete JS on GitHub。游戏不完整,但您应该收集一些有用的线索,了解如何在 canvas.
周围移动图像
var spaceperson = {
speed: 256,
other_stuff: ''
},
keysDown = [],
update,
main;
addEventListener("keydown", function (e) {
keysDown[e.keyCode] = true;
}, false);
update = function (modifier) {
if (38 in keysDown && spaceperson.y > 0) { // UP
spaceperson.y -= spaceperson.speed * modifier;
}
if (40 in keysDown && spaceperson.y < CANVAS_HEIGHT - SPACEPERSON_HEIGHT) { // DOWN
spaceperson.y += spaceperson.speed * modifier;
}
if (37 in keysDown && spaceperson.x > 0) { // LEFT
spaceperson.x -= spaceperson.speed * modifier;
}
if (39 in keysDown && spaceperson.x < CANVAS_WIDTH - SPACEPERSON_WIDTH) { // RIGHT
spaceperson.x += spaceperson.speed * modifier;
}
}
我不确定,但我认为这会有所帮助。
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
var x = 280;
var y = 300;
// Create the image object
var spaceperson = new Image();
spaceperson.addEventListener("keypress", press);
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, x, y);
};
function press(event) {
if(event.keyCode == 37) {//LEFT
x = x - 1;
} else if(event.keyCode == 38) {//UP
y = y - 1;
} else if(event.keyCode ==39) {//RIGHT
x = x + 1;
} else if(event.keyCode == 40) {//DOWN
y = y + 1;
}
draw();
}
function draw(){
ctx.drawImage(spaceperson,x,y);
}
// artwork by Harrison Marley (using make8bitart.com)
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";
这里有一个更完整的例子:
//just a utility
function image(url, callback){
var img = new Image();
if(typeof callback === "function"){
img.onload = function(){
//just to ensure that the callback is executed async
setTimeout(function(){ callback(img, url) }, 0)
}
}
img.src = url;
return img;
}
//a utility to keep a value constrained between a min and a max
function clamp(v, min, max){
return v > min? v < max? v: max: min;
}
//returns a function that can be called with a keyCode or one of the known aliases
//and returns true||false wether the button is down
var isKeyDown = (function(aliases){
for(var i=256, keyDown=Array(i); i--; )keyDown[i]=false;
var handler = function(e){
keyDown[e.keyCode] = e.type === "keydown";
e.preventDefault(); //scrolling; if you have to suppress it
};
addEventListener("keydown", handler, false);
addEventListener("keyup", handler, false);
return function(key){
return(true === keyDown[ key in aliases? aliases[ key ]: key ])
}
})({
//some aliases, to be extended
up: 38,
down: 40,
left: 37,
right: 39
});
// Get the canvas and context
var canvas = document.getElementById("space");
canvas.width = 1920;
canvas.height = 700;
var ctx = canvas.getContext("2d");
//the acutal image is just a little-part of what defines your figue
var spaceperson = {
image: image("//i.imgur.com/Eh9Dpq2.png", function(img){
spaceperson.width = img.naturalWidth;
spaceperson.height = img.naturalHeight;
//start the rendering by calling update
update();
}),
//position
x: 60, y: 310,
width: 0, height: 0,
speed: 200 // 200px/s
};
var lastCall = 0; //to calculate the (real) time between two update-calls
//the render-fucntion
function update(){
//taking account for (sometimes changing) framerates
var now = Date.now(), time = lastCall|0 && (now-lastCall)/1000;
lastCall = now;
requestAnimationFrame(update);
var sp = spaceperson,
speed = sp.speed;
//checking the pressed buttons and calculates the direction
//two opposite buttons cancel out each other, like left and right
var dx = (isKeyDown('right') - isKeyDown('left')) * time,
dy = (isKeyDown('down') - isKeyDown('up')) * time;
//fix the speed for diagonals
if(dx && dy) speed *= 0.7071067811865475; // * 1 / Math.sqrt(2)
if(dx) { //there is some movement on the x-axes
sp.x = clamp(
//calculate the new x-Position
//currentPos + direction * speed
sp.x + dx * sp.speed,
//restraining the result to the bounds of the map
0, canvas.width - sp.width
);
}
//same for y
if(dy) sp.y = clamp(sp.y + dy * sp.speed, 0, canvas.height - sp.height);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(sp.image, sp.x, sp.y);
}
编辑:
A quick question (I hope); if I was to later add other objects, would I check for collisions in update()?
这仍然只是一个非常基本的例子。 update()
函数的主要目的应该是充当主事件循环。
触发所有必须按照事件必须发生的顺序在每一帧发生的事件。
var lastCall = 0;
function update(){
//I always want a next frame
requestAnimationFrame(update);
//handle timing
var now = Date.now(),
//time since the last call in seconds
//cause usually it's easier for us to think in
//tems like 50px/s than 0.05px/ms or 0.8333px/frame
time = lastCall|0 && (now-lastCall) / 1000;
lastCall = now;
movePlayer(time);
moveEnemies(time);
moveBullets(time);
collisionDetection();
render();
}
function render(){
ctx.clear(0, 0, canvas.width, canvas.height);
drawBackground(ctx);
for(var i=0; i<enemies.length; ++i)
enemies[i].render(ctx);
player.render(ctx);
}
并不是说您现在必须实现所有这些功能,而是让您了解一个可能的结构。
不要害怕将大任务 (函数) 分解成子任务。
给每个敌人一个 move()
函数可能是有意义的,这样你就可以为每个敌人实现不同的移动模式,
或者你说每个敌人的模式是(并且将是)完全相同的,最好参数化,然后你可以在循环中处理它。
渲染也是如此,正如我在代码的最后一部分中展示的那样。
我已经尝试了几种我在此处看到的不同方法,但我无法完全移动我的图像。每当我尝试调整箭头键按下的代码时,它似乎只会让我的 canvas 缩小并且我的玩家模型(space 人)消失。
这里是 "drawing board" 我经常回到的地方,以及到目前为止我所拥有的。
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
// Create the image object
var spaceperson = new Image();
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, 280, 300);
};
// artwork by Harrison Marley (using make8bitart.com)
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";`
我是 javascript 的新手,我只是想弄清楚如何使用箭头键移动 specperson 图像。我试图为 space 人制作一个 class 来访问他们的 x,y 值,但我似乎无法在不使用 .onload
我找到了解决办法!
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
var xPos = 60;
var yPos = 310;
// Create the image object
var spaceperson = new Image();
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, xPos, yPos);
};
function move(e){
if(e.keyCode==39){
xPos+=10;
}
if(e.keyCode==37){
xPos-=10;
}
if(e.keyCode==38){
yPos-=10;
}
if(e.keyCode==40){
yPos+=10;
}
canvas.width=canvas.width;
ctx.drawImage(spaceperson, xPos, yPos);
}
document.onkeydown = move;
// artwork by Harrison Marley
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";
这是我前一段时间闲逛的游戏中的一些稍微修改过的代码。如果您想查看更多代码,请查看 complete JS on GitHub。游戏不完整,但您应该收集一些有用的线索,了解如何在 canvas.
周围移动图像var spaceperson = {
speed: 256,
other_stuff: ''
},
keysDown = [],
update,
main;
addEventListener("keydown", function (e) {
keysDown[e.keyCode] = true;
}, false);
update = function (modifier) {
if (38 in keysDown && spaceperson.y > 0) { // UP
spaceperson.y -= spaceperson.speed * modifier;
}
if (40 in keysDown && spaceperson.y < CANVAS_HEIGHT - SPACEPERSON_HEIGHT) { // DOWN
spaceperson.y += spaceperson.speed * modifier;
}
if (37 in keysDown && spaceperson.x > 0) { // LEFT
spaceperson.x -= spaceperson.speed * modifier;
}
if (39 in keysDown && spaceperson.x < CANVAS_WIDTH - SPACEPERSON_WIDTH) { // RIGHT
spaceperson.x += spaceperson.speed * modifier;
}
}
我不确定,但我认为这会有所帮助。
// Get the canvas and context
var canvas = document.getElementById("space");
var ctx = canvas.getContext("2d");
canvas.width = 1920;
canvas.height = 700;
var x = 280;
var y = 300;
// Create the image object
var spaceperson = new Image();
spaceperson.addEventListener("keypress", press);
// Add onload event handler
spaceperson.onload = function () {
// Done loading, now we can use the image
ctx.drawImage(spaceperson, x, y);
};
function press(event) {
if(event.keyCode == 37) {//LEFT
x = x - 1;
} else if(event.keyCode == 38) {//UP
y = y - 1;
} else if(event.keyCode ==39) {//RIGHT
x = x + 1;
} else if(event.keyCode == 40) {//DOWN
y = y + 1;
}
draw();
}
function draw(){
ctx.drawImage(spaceperson,x,y);
}
// artwork by Harrison Marley (using make8bitart.com)
spaceperson.src = "http://i.imgur.com/Eh9Dpq2.png";
这里有一个更完整的例子:
//just a utility
function image(url, callback){
var img = new Image();
if(typeof callback === "function"){
img.onload = function(){
//just to ensure that the callback is executed async
setTimeout(function(){ callback(img, url) }, 0)
}
}
img.src = url;
return img;
}
//a utility to keep a value constrained between a min and a max
function clamp(v, min, max){
return v > min? v < max? v: max: min;
}
//returns a function that can be called with a keyCode or one of the known aliases
//and returns true||false wether the button is down
var isKeyDown = (function(aliases){
for(var i=256, keyDown=Array(i); i--; )keyDown[i]=false;
var handler = function(e){
keyDown[e.keyCode] = e.type === "keydown";
e.preventDefault(); //scrolling; if you have to suppress it
};
addEventListener("keydown", handler, false);
addEventListener("keyup", handler, false);
return function(key){
return(true === keyDown[ key in aliases? aliases[ key ]: key ])
}
})({
//some aliases, to be extended
up: 38,
down: 40,
left: 37,
right: 39
});
// Get the canvas and context
var canvas = document.getElementById("space");
canvas.width = 1920;
canvas.height = 700;
var ctx = canvas.getContext("2d");
//the acutal image is just a little-part of what defines your figue
var spaceperson = {
image: image("//i.imgur.com/Eh9Dpq2.png", function(img){
spaceperson.width = img.naturalWidth;
spaceperson.height = img.naturalHeight;
//start the rendering by calling update
update();
}),
//position
x: 60, y: 310,
width: 0, height: 0,
speed: 200 // 200px/s
};
var lastCall = 0; //to calculate the (real) time between two update-calls
//the render-fucntion
function update(){
//taking account for (sometimes changing) framerates
var now = Date.now(), time = lastCall|0 && (now-lastCall)/1000;
lastCall = now;
requestAnimationFrame(update);
var sp = spaceperson,
speed = sp.speed;
//checking the pressed buttons and calculates the direction
//two opposite buttons cancel out each other, like left and right
var dx = (isKeyDown('right') - isKeyDown('left')) * time,
dy = (isKeyDown('down') - isKeyDown('up')) * time;
//fix the speed for diagonals
if(dx && dy) speed *= 0.7071067811865475; // * 1 / Math.sqrt(2)
if(dx) { //there is some movement on the x-axes
sp.x = clamp(
//calculate the new x-Position
//currentPos + direction * speed
sp.x + dx * sp.speed,
//restraining the result to the bounds of the map
0, canvas.width - sp.width
);
}
//same for y
if(dy) sp.y = clamp(sp.y + dy * sp.speed, 0, canvas.height - sp.height);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(sp.image, sp.x, sp.y);
}
编辑:
A quick question (I hope); if I was to later add other objects, would I check for collisions in update()?
这仍然只是一个非常基本的例子。 update()
函数的主要目的应该是充当主事件循环。
触发所有必须按照事件必须发生的顺序在每一帧发生的事件。
var lastCall = 0;
function update(){
//I always want a next frame
requestAnimationFrame(update);
//handle timing
var now = Date.now(),
//time since the last call in seconds
//cause usually it's easier for us to think in
//tems like 50px/s than 0.05px/ms or 0.8333px/frame
time = lastCall|0 && (now-lastCall) / 1000;
lastCall = now;
movePlayer(time);
moveEnemies(time);
moveBullets(time);
collisionDetection();
render();
}
function render(){
ctx.clear(0, 0, canvas.width, canvas.height);
drawBackground(ctx);
for(var i=0; i<enemies.length; ++i)
enemies[i].render(ctx);
player.render(ctx);
}
并不是说您现在必须实现所有这些功能,而是让您了解一个可能的结构。
不要害怕将大任务 (函数) 分解成子任务。
给每个敌人一个 move()
函数可能是有意义的,这样你就可以为每个敌人实现不同的移动模式,
或者你说每个敌人的模式是(并且将是)完全相同的,最好参数化,然后你可以在循环中处理它。
渲染也是如此,正如我在代码的最后一部分中展示的那样。