我怎样才能阻止 canvas 添加到旋转中?
How can I stop canvas from adding onto the rotation?
我试图让一个矩形在游戏循环中逆时针旋转 10 度。我希望盒子 仅 旋转 10 度。不要在下一个循环中再增加 10 度,因为它就是这样做的:
- First iteration of Game Loop
- Second Iteration of Game Loop
这是我当前的绘制函数:
...
class Bok {
static width = 17;
static height = 12;
constructor(position) {
this.position = position;
}
draw() {
...
ctx.beginPath();
ctx.rect(this.position.x, this.position.y, 17, 12);
ctx.fillStyle = "red";
ctx.strokeStyle = "black";
ctx.lineWidth = 10;
ctx.translate(this.position.x + Bok.width / 2, this.position.y + Bok.height / 2);
// this keeps adding 10 degrees to the box every update,
// how can i rotate it 10 degrees without adding on to the
// previous rotation?
ctx.rotate(10);
ctx.translate(-(this.position.x + Bok.width / 2), -(this.position.y + Bok.height / 2));
ctx.stroke();
ctx.fill();
...
}
...
最简单的解决方案是为其创建一个触发器。
class Bok {
static width = 17;
static height = 12;
constructor(position) {
this.position = position;
this.rotated = false;
}
draw() {
...
ctx.beginPath();
ctx.rect(this.position.x, this.position.y, 17, 12);
ctx.fillStyle = "red";
ctx.strokeStyle = "black";
ctx.lineWidth = 10;
ctx.translate(this.position.x + Bok.width / 2, this.position.y + Bok.height / 2);
if (!this.rotated) {
ctx.rotate(10);
this.rotated = true;
}
ctx.translate(-(this.position.x + Bok.width / 2), -(this.position.y + Bok.height / 2));
ctx.stroke();
ctx.fill();
...
}
...
添加更新代码以根据速度旋转
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = 500;
let friction = 0.8;
let gravity = 1.5;
class Player {
constructor() {
this.x = 128;
this.y = 260;
this.w = 32;
this.h = 32;
this.vx = 0;
this.vy = 0;
this.speed = 3;
this.color = "green";
this.a = 0;
this.r = this.a * (Math.PI/180);
}
draw() {
ctx.save();
ctx.fillStyle = this.color;
ctx.translate(this.x+this.w/2, this.y+this.h/2)
ctx.rotate(-this.r);
ctx.fillRect(0, 0, this.w, this.h);
ctx.restore();
}
update() {
if (controller.space) {
this.vy < 10 ? this.vy -= this.speed : this.vy = 10;
this.a < 10 ? this.a += 0.5 : this.a = 10;
} else {
this.a > 0 ? this.a -= 0.5 : this.a = 0;
}
this.r = this.a * (Math.PI/180);
this.vy += gravity;
this.y += this.vy;
this.vy *= friction;
this.draw()
}
canvasCollision() {
if (this.x <= 0) this.x = 0;
if (this.y <= 0) this.y = 0;
if (this.x + this.w >= canvas.width) this.x = canvas.width - this.w;
if (this.y + this.h >= canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
}
}
}
let player = new Player();
function handlePlayer() {
player.draw();
player.update();
}
class Controller {
constructor() {
this.space = false;
let keyPress = (e) => {
if (e.code === "Space") this.space = e.type === "keydown";
};
window.addEventListener("keydown", keyPress);
window.addEventListener("keyup", keyPress);
}
}
let controller = new Controller();
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = 'bold 48px serif';
ctx.fillText("Spacebar", 100, 50);
player.update();
player.canvasCollision();
requestAnimationFrame(animate);
}
animate();
<canvas id="canvas"></canvas>
首先,查看您的代码,您似乎对 API 的工作原理感到困惑。
您需要在绘制(定义)路径之前转换上下文。
现在有很多方法可以不累积转化:
漫长的道路:执行逆变换。
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();
function draw( time ) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const delta = ((start - time) % duration) / duration;
ctx.translate( cx, cy );
ctx.rotate( Math.PI * 2 * delta );
ctx.translate( -cx, -cy );
ctx.strokeRect( cx - 20, cy - 40, 40, 80 );
// inverse
ctx.translate( cx, cy );
ctx.rotate( Math.PI * 2 * delta * -1);
ctx.translate( -cx, -cy );
// an horizontal line
ctx.fillRect(0, 80, canvas.width, 5);
requestAnimationFrame( draw );
}
requestAnimationFrame( draw );
<canvas></canvas>
短而慢的方法,在绘制之前保存() 并在绘制之后恢复()。但这将保存和恢复您的 canvas 上下文的每个属性,这可能有点过分了。
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();
function draw( time ) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const delta = ((start - time) % duration) / duration;
ctx.save();
ctx.translate( cx, cy );
ctx.rotate( Math.PI * 2 * delta );
ctx.translate( -cx, -cy );
ctx.strokeRect( cx - 20, cy - 40, 40, 80 );
ctx.restore();
// an horizontal line
ctx.fillRect(0, 80, canvas.width, 5);
requestAnimationFrame( draw );
}
requestAnimationFrame( draw );
<canvas></canvas>
干净的方法:将上下文转换重置为单位矩阵。
这可能看起来有点复杂,但是当您的代码增长并且您将有很多对象需要管理时,将它们都与单位矩阵相关联将为您省去很多麻烦。
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();
function draw( time ) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const delta = ((start - time) % duration) / duration;
ctx.translate( cx, cy );
ctx.rotate( Math.PI * 2 * delta );
ctx.translate( -cx, -cy );
ctx.strokeRect( cx - 20, cy - 40, 40, 80 );
// clear to identity transform
ctx.setTransform(1, 0, 0, 1, 0 ,0);
// an horizontal line
ctx.fillRect(0, 80, canvas.width, 5);
requestAnimationFrame( draw );
}
requestAnimationFrame( draw );
<canvas></canvas>
我试图让一个矩形在游戏循环中逆时针旋转 10 度。我希望盒子 仅 旋转 10 度。不要在下一个循环中再增加 10 度,因为它就是这样做的:
- First iteration of Game Loop
- Second Iteration of Game Loop
这是我当前的绘制函数:
...
class Bok {
static width = 17;
static height = 12;
constructor(position) {
this.position = position;
}
draw() {
...
ctx.beginPath();
ctx.rect(this.position.x, this.position.y, 17, 12);
ctx.fillStyle = "red";
ctx.strokeStyle = "black";
ctx.lineWidth = 10;
ctx.translate(this.position.x + Bok.width / 2, this.position.y + Bok.height / 2);
// this keeps adding 10 degrees to the box every update,
// how can i rotate it 10 degrees without adding on to the
// previous rotation?
ctx.rotate(10);
ctx.translate(-(this.position.x + Bok.width / 2), -(this.position.y + Bok.height / 2));
ctx.stroke();
ctx.fill();
...
}
...
最简单的解决方案是为其创建一个触发器。
class Bok {
static width = 17;
static height = 12;
constructor(position) {
this.position = position;
this.rotated = false;
}
draw() {
...
ctx.beginPath();
ctx.rect(this.position.x, this.position.y, 17, 12);
ctx.fillStyle = "red";
ctx.strokeStyle = "black";
ctx.lineWidth = 10;
ctx.translate(this.position.x + Bok.width / 2, this.position.y + Bok.height / 2);
if (!this.rotated) {
ctx.rotate(10);
this.rotated = true;
}
ctx.translate(-(this.position.x + Bok.width / 2), -(this.position.y + Bok.height / 2));
ctx.stroke();
ctx.fill();
...
}
...
添加更新代码以根据速度旋转
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = 500;
let friction = 0.8;
let gravity = 1.5;
class Player {
constructor() {
this.x = 128;
this.y = 260;
this.w = 32;
this.h = 32;
this.vx = 0;
this.vy = 0;
this.speed = 3;
this.color = "green";
this.a = 0;
this.r = this.a * (Math.PI/180);
}
draw() {
ctx.save();
ctx.fillStyle = this.color;
ctx.translate(this.x+this.w/2, this.y+this.h/2)
ctx.rotate(-this.r);
ctx.fillRect(0, 0, this.w, this.h);
ctx.restore();
}
update() {
if (controller.space) {
this.vy < 10 ? this.vy -= this.speed : this.vy = 10;
this.a < 10 ? this.a += 0.5 : this.a = 10;
} else {
this.a > 0 ? this.a -= 0.5 : this.a = 0;
}
this.r = this.a * (Math.PI/180);
this.vy += gravity;
this.y += this.vy;
this.vy *= friction;
this.draw()
}
canvasCollision() {
if (this.x <= 0) this.x = 0;
if (this.y <= 0) this.y = 0;
if (this.x + this.w >= canvas.width) this.x = canvas.width - this.w;
if (this.y + this.h >= canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
}
}
}
let player = new Player();
function handlePlayer() {
player.draw();
player.update();
}
class Controller {
constructor() {
this.space = false;
let keyPress = (e) => {
if (e.code === "Space") this.space = e.type === "keydown";
};
window.addEventListener("keydown", keyPress);
window.addEventListener("keyup", keyPress);
}
}
let controller = new Controller();
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = 'bold 48px serif';
ctx.fillText("Spacebar", 100, 50);
player.update();
player.canvasCollision();
requestAnimationFrame(animate);
}
animate();
<canvas id="canvas"></canvas>
首先,查看您的代码,您似乎对 API 的工作原理感到困惑。
您需要在绘制(定义)路径之前转换上下文。
现在有很多方法可以不累积转化:
漫长的道路:执行逆变换。
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();
function draw( time ) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const delta = ((start - time) % duration) / duration;
ctx.translate( cx, cy );
ctx.rotate( Math.PI * 2 * delta );
ctx.translate( -cx, -cy );
ctx.strokeRect( cx - 20, cy - 40, 40, 80 );
// inverse
ctx.translate( cx, cy );
ctx.rotate( Math.PI * 2 * delta * -1);
ctx.translate( -cx, -cy );
// an horizontal line
ctx.fillRect(0, 80, canvas.width, 5);
requestAnimationFrame( draw );
}
requestAnimationFrame( draw );
<canvas></canvas>
短而慢的方法,在绘制之前保存() 并在绘制之后恢复()。但这将保存和恢复您的 canvas 上下文的每个属性,这可能有点过分了。
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();
function draw( time ) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const delta = ((start - time) % duration) / duration;
ctx.save();
ctx.translate( cx, cy );
ctx.rotate( Math.PI * 2 * delta );
ctx.translate( -cx, -cy );
ctx.strokeRect( cx - 20, cy - 40, 40, 80 );
ctx.restore();
// an horizontal line
ctx.fillRect(0, 80, canvas.width, 5);
requestAnimationFrame( draw );
}
requestAnimationFrame( draw );
<canvas></canvas>
干净的方法:将上下文转换重置为单位矩阵。
这可能看起来有点复杂,但是当您的代码增长并且您将有很多对象需要管理时,将它们都与单位矩阵相关联将为您省去很多麻烦。
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();
function draw( time ) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const delta = ((start - time) % duration) / duration;
ctx.translate( cx, cy );
ctx.rotate( Math.PI * 2 * delta );
ctx.translate( -cx, -cy );
ctx.strokeRect( cx - 20, cy - 40, 40, 80 );
// clear to identity transform
ctx.setTransform(1, 0, 0, 1, 0 ,0);
// an horizontal line
ctx.fillRect(0, 80, canvas.width, 5);
requestAnimationFrame( draw );
}
requestAnimationFrame( draw );
<canvas></canvas>