Javascript 按键 + setTimeout()
Javascript Key Pressed + setTimeout()
我正在用 html 和 javascript 制作游戏。只是为了澄清,这不是重复的或任何东西。什么都没有我需要的答案。在我解释之前,我想说我对按键侦听器没有任何问题,我的游戏知道何时按下按键以及何时释放按键。好的,我有一个角色行走的 5 帧。我有一个 while 循环,基本上说当按下键 D 或按下右箭头时,然后增加帧数以使其看起来像角色在走路。然后它有一个暂停 1/10 秒的 setTimeout 函数。这应该使它看起来像角色在走路。我知道它与 setTimeout() 函数有关。这是 while 循环:
while (keys[68] || keys[39]) {
charFrame++;
setTimeout(function() {
}, 100);
}
那么这是我的代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Sparring Spartans</title>
<style type="text/css">
</style>
</head>
<body>
<canvas id="canvas" width="1000" height="600"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = canvas.width;
var height = canvas.height;
var groundX = 0, groundY = 400;
var playerx = width/2, playery = groundY-120;
var charFrame = 1;
var speed = 4;
var keys = [];
window.addEventListener("keydown", function(e) {
keys[e.keyCode] = true;
}, false);
window.addEventListener("keyup", function(e) {
delete keys[e.keyCode];
}, false);
var spartan1 = new Image();
spartan1.src = "spartan1.png";
var spartan2 = new Image();
spartan2.src = "spartan2.png";
var spartan3 = new Image();
spartan3.src = "spartan3.png";
var spartan4 = new Image();
spartan4.src = "spartan4.png";
var spartan5 = new Image();
spartan5.src = "spartan5.png";
var stone = new Image();
stone.src = "stone.png";
function game() {
update();
render();
}
function player() {
if (charFrame === 1) {
context.drawImage(spartan1, playerx, playery);
} else if (charFrame === 2) {
context.drawImage(spartan2, playerx, playery);
} else if (charFrame === 3) {
context.drawImage(spartan3, playerx, playery);
} else if (charFrame === 4) {
context.drawImage(spartan4, playerx, playery);
} else if (charFrame === 5) {
context.drawImage(spartan5, playerx, playery);
}
}
function ground() {
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+55);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+110);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+165);
}
}
function manager() {
ground();
while (keys[68] || keys[39]) {
charFrame++;
setTimeout(function() {
}, 100);
}
player();
}
function update() {
manager();
player();
}
function render() {
context.fillStyle = "#AFE4FF";
context.fillRect(0, 0, width, height);
manager();
}
setInterval(function() {
game();
}, 1000/30);
</script>
</body>
</html>
我做错了什么?我知道 HAS 是 setTimeout,但我已多次尝试解决此问题。图像甚至没有改变。
因为您的 manager
函数每秒被调用 30 次,您应该使用 if 语句而不是循环来检查每帧一次按键:
function manager() {
ground();
if (keys[68] || keys[39]) {
charFrame++;
}
}
此外,您的 manager
函数每帧被调用两次,一次在 update
函数中,一次在 render
函数中。此外,您的 player
函数在 update
和 manager
中都被调用,每帧调用两次。您的代码需要进行一些重构才能正常工作,以确保每帧不会调用两次。
我正在用 html 和 javascript 制作游戏。只是为了澄清,这不是重复的或任何东西。什么都没有我需要的答案。在我解释之前,我想说我对按键侦听器没有任何问题,我的游戏知道何时按下按键以及何时释放按键。好的,我有一个角色行走的 5 帧。我有一个 while 循环,基本上说当按下键 D 或按下右箭头时,然后增加帧数以使其看起来像角色在走路。然后它有一个暂停 1/10 秒的 setTimeout 函数。这应该使它看起来像角色在走路。我知道它与 setTimeout() 函数有关。这是 while 循环:
while (keys[68] || keys[39]) {
charFrame++;
setTimeout(function() {
}, 100);
}
那么这是我的代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Sparring Spartans</title>
<style type="text/css">
</style>
</head>
<body>
<canvas id="canvas" width="1000" height="600"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = canvas.width;
var height = canvas.height;
var groundX = 0, groundY = 400;
var playerx = width/2, playery = groundY-120;
var charFrame = 1;
var speed = 4;
var keys = [];
window.addEventListener("keydown", function(e) {
keys[e.keyCode] = true;
}, false);
window.addEventListener("keyup", function(e) {
delete keys[e.keyCode];
}, false);
var spartan1 = new Image();
spartan1.src = "spartan1.png";
var spartan2 = new Image();
spartan2.src = "spartan2.png";
var spartan3 = new Image();
spartan3.src = "spartan3.png";
var spartan4 = new Image();
spartan4.src = "spartan4.png";
var spartan5 = new Image();
spartan5.src = "spartan5.png";
var stone = new Image();
stone.src = "stone.png";
function game() {
update();
render();
}
function player() {
if (charFrame === 1) {
context.drawImage(spartan1, playerx, playery);
} else if (charFrame === 2) {
context.drawImage(spartan2, playerx, playery);
} else if (charFrame === 3) {
context.drawImage(spartan3, playerx, playery);
} else if (charFrame === 4) {
context.drawImage(spartan4, playerx, playery);
} else if (charFrame === 5) {
context.drawImage(spartan5, playerx, playery);
}
}
function ground() {
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+55);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+110);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+165);
}
}
function manager() {
ground();
while (keys[68] || keys[39]) {
charFrame++;
setTimeout(function() {
}, 100);
}
player();
}
function update() {
manager();
player();
}
function render() {
context.fillStyle = "#AFE4FF";
context.fillRect(0, 0, width, height);
manager();
}
setInterval(function() {
game();
}, 1000/30);
</script>
</body>
</html>
我做错了什么?我知道 HAS 是 setTimeout,但我已多次尝试解决此问题。图像甚至没有改变。
因为您的 manager
函数每秒被调用 30 次,您应该使用 if 语句而不是循环来检查每帧一次按键:
function manager() {
ground();
if (keys[68] || keys[39]) {
charFrame++;
}
}
此外,您的 manager
函数每帧被调用两次,一次在 update
函数中,一次在 render
函数中。此外,您的 player
函数在 update
和 manager
中都被调用,每帧调用两次。您的代码需要进行一些重构才能正常工作,以确保每帧不会调用两次。