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我正在使用 HTML5 Canvas 制作 2D 平台游戏。我有一张使用二维数组制作的 map 。例如:
var map = [
[0,0,0],
[0,0,0],
[0,0,0]
];
当玩家移动时,它会更新相机的位置,并且 map 也会相应地滚动(相机尺寸与 Canvas 相同,800 x 500)。这样,我就可以拥有我想要的大小的 map ,并且可以保持 Canvas 大小相同。
我已经为这个游戏编写了很多代码,因此除了显示问题所需的内容外,我删除了所有内容。我将格式化 jsFiddle 代码以显示所有滚动发生的位置。
现在,解决问题。
问题是本地图滚动时, map 中所有图 block 之间有 1px 间距。
如何消除 map 滚动时图 block 之间的 1px 间距?
我知道代码很多,但是请尝试帮助我!这个问题快把我逼疯了!非常感谢您提供的任何想法或解决方案!
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 800;
canvas.height = 500;
var framesPerSecond = 30;
var running = true;
var delta = 0;
var now;
var then = Date.now();
var counter = 1000/framesPerSecond;
const COLS = 48;
const ROWS = 10;
const TILE = 50;
var keyDown = {};
var gravity = 0.9;
var friction = 0.9;
var main = function(){
now = Date.now();
delta += (now - then);
then = now;
if(delta > counter){
delta = 0;
//Set transformation back to normal
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
tick();
//Set transformation to camera location
ctx.setTransform(1, 0, 0, 1, -player.camX, -player.camY);
render();
}
requestAnimationFrame(main);
}
requestAnimationFrame(main);
var tick = function(){
player.tick();
}
var render = function(){
ctx.fillStyle = "red";
ctx.fillRect(0, 0, COLS*TILE, ROWS*TILE);
renderMap();
player.render();
}
var tiles = {
1:{
color:"#1ac200"
},
2:{
color:"#996633"
}
};
var map = [
[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, 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, 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, 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, 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, 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],
[0, 0, 1, 1, 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, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 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, 0, 2, 0, 0, 1, 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, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
];
var renderMap = function(){
for(var i=0; i<ROWS; i++){
for(var j=0; j<COLS; j++){
//Making sure we only draw the portion of the map that's in the camera's view
if(map[i][j] != 0 && j*TILE + TILE > player.camX && j*TILE < player.camX + 2*player.camOffsetX && i*TILE + TILE > player.camY && i*TILE < player.camY + 2*player.camOffsetY){
//Setting the color of the tile, then drawing it
ctx.fillStyle = tiles[map[i][j]].color;
ctx.fillRect(j*TILE, i*TILE, TILE, TILE);
}
}
}
}
var player = {
x:100,
y:100,
w:72,
h:94,
velX:0,
velY:0,
speed:3,
dir:"right",
canJump:false,
crouching:false,
boundingOffsetX:5,
boundingOffsetY:5,
camX:0,
camY:0,
camOffsetX:400,
camOffsetY:250,
tick:function(){
this.velX *= friction;
if(!leftCollision() && !rightCollision()){
this.x += 2*this.velX;
}
if(37 in keyDown){
this.dir = "left";
if(!leftCollision()){
if(this.velX > -this.speed && !this.crouching){
this.velX--;
}
}
}
if(39 in keyDown){
this.dir = "right";
if(!rightCollision()){
if(this.velX < this.speed && !this.crouching){
this.velX++;
}
}
}
if(40 in keyDown){
this.crouch();
}else{
this.crouching = false;
}
if(32 in keyDown && !this.crouching){
this.jump();
}
topCollision();
this.gravityHandling();
this.checkCanvasEdgeCollisions();
this.updateCamera();
},
render:function(){
if(this.dir === "right"){
if(!this.canJump){
ctx.fillStyle = "orange";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else if(this.crouching && this.canJump){
ctx.fillStyle = "#000066";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else{
ctx.fillStyle = "blue";
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}else if(this.dir === "left"){
if(!this.canJump){
ctx.fillStyle = "orange";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else if(this.crouching && this.canJump){
ctx.fillStyle = "#000066";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else{
ctx.fillStyle = "turquoise";
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}
},
jump:function(){
for(var i=0; i<18; i++){
if(this.canJump && !topCollision() && !this.crouching){
this.velY -= 1;
}
}
this.canJump = false;
},
crouch:function(){
if(!this.crouching){
this.crouching = true;
}
},
gravityHandling:function(){
if(!bottomCollision()){
this.canJump = false;
}
switch(this.canJump){
case true:
this.velY = 0;
break;
case false:
this.velY += gravity;
this.y += this.velY;
break;
default:
console.log("ERROR! Gravity is BROKEN!!!");
break;
}
},
checkCanvasEdgeCollisions:function(){
if(this.x < 0){this.x = 0;}
if(this.x + this.w > COLS*TILE){this.x = COLS*TILE - this.w;}
if(this.y + this.h > ROWS*TILE){this.y = ROWS*TILE - this.h; this.canJump = true;}
},
//This is where the camera's position is updated. It's updated according to the center of the player.
updateCamera:function(){
this.camX = this.x + this.w/2 - this.camOffsetX;
this.camY = this.y + this.h/2 - this.camOffsetY;
if(this.camX < 0){this.camX = 0;}
if(this.camX + 2*this.camOffsetX > COLS*TILE){this.camX = COLS*TILE - 2*this.camOffsetX;}
if(this.camY < 0){this.camY = 0;}
if(this.camY + 2*this.camOffsetY > ROWS*TILE){this.camY = ROWS*TILE - 2*this.camOffsetY;}
}
};
//Key detection and collisions from here on out.
document.addEventListener("keydown", function(e){
keyDown[e.keyCode] = true;
});
document.addEventListener("keyup", function(e){
delete keyDown[e.keyCode];
});
var solidBlocks = {1:true, 2:true};
var collision = function(col, row){
if(col < 0)
col = 0;
if(row < 0)
row = 0;
if(map[row][col] in solidBlocks){
return true;
}
return false;
}
var topCollision = function(){
var ty = Math.floor((player.y + player.velY + player.boundingOffsetY - 1) / TILE);
if(!collision(Math.floor((player.x + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 3*player.boundingOffsetX) / TILE), ty)){
return false;
}
player.velY = 0;
player.y = ty * TILE + TILE - player.boundingOffsetY + 1;
return true;
}
var bottomCollision = function(){
var ty = Math.floor((player.y + player.h + player.velY - player.boundingOffsetY + 4) / TILE);
if(!collision(Math.floor((player.x + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 4*player.boundingOffsetX) / TILE), ty)){
return false;
}
player.y = ty * TILE - player.h + player.boundingOffsetY - 4;
player.canJump = true;
return true;
}
var leftCollision = function(){
var tx = Math.floor((player.x + player.velX + player.boundingOffsetX - 1) / TILE);
if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
return false;
}
player.x = tx * TILE + TILE - player.boundingOffsetX + 1;
return true;
}
var rightCollision = function(){
var tx = Math.floor((player.x + player.w + player.velX - player.boundingOffsetX + 1) / TILE);
if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
return false;
}
player.x = tx * TILE - player.w + player.boundingOffsetX - 1;
return true;
}
<canvas id="canvas"></canvas>
最佳答案
它与变换的非整数位置有关。如果位置的值不是整数,则必须对其进行抗锯齿处理,并且您看到的线条是由于这种情况与舍入误差相结合造成的;例如线条并不完全重叠。
您可以通过简单地将位置强制为整数来解决此问题(|0 位于末尾,shift-0 将数字转换为整数):
ctx.setTransform(1, 0, 0, 1, -player.camX|0, -player.camY|0);
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 800;
canvas.height = 500;
var framesPerSecond = 30;
var running = true;
var delta = 0;
var now;
var then = Date.now();
var counter = 1000/framesPerSecond;
const COLS = 48;
const ROWS = 10;
const TILE = 50;
var keyDown = {};
var gravity = 0.9;
var friction = 0.9;
var main = function(){
now = Date.now();
delta += (now - then);
then = now;
if(delta > counter){
delta = 0;
//Set transformation back to normal
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
tick();
//Set transformation to camera location
ctx.setTransform(1, 0, 0, 1, -player.camX|0, -player.camY|0);
render();
}
requestAnimationFrame(main);
}
requestAnimationFrame(main);
var tick = function(){
player.tick();
}
var render = function(){
ctx.fillStyle = "red";
ctx.fillRect(0, 0, COLS*TILE, ROWS*TILE);
renderMap();
player.render();
}
var tiles = {
1:{
color:"#1ac200"
},
2:{
color:"#996633"
}
};
var map = [
[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, 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, 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, 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, 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, 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],
[0, 0, 1, 1, 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, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 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, 0, 2, 0, 0, 1, 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, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
];
var renderMap = function(){
for(var i=0; i<ROWS; i++){
for(var j=0; j<COLS; j++){
//Making sure we only draw the portion of the map that's in the camera's view
if(map[i][j] != 0 && j*TILE + TILE > player.camX && j*TILE < player.camX + 2*player.camOffsetX && i*TILE + TILE > player.camY && i*TILE < player.camY + 2*player.camOffsetY){
//Setting the color of the tile, then drawing it
ctx.fillStyle = tiles[map[i][j]].color;
ctx.fillRect(j*TILE, i*TILE, TILE, TILE);
}
}
}
}
var player = {
x:100,
y:100,
w:72,
h:94,
velX:0,
velY:0,
speed:3,
dir:"right",
canJump:false,
crouching:false,
boundingOffsetX:5,
boundingOffsetY:5,
camX:0,
camY:0,
camOffsetX:400,
camOffsetY:250,
tick:function(){
this.velX *= friction;
if(!leftCollision() && !rightCollision()){
this.x += 2*this.velX;
}
if(37 in keyDown){
this.dir = "left";
if(!leftCollision()){
if(this.velX > -this.speed && !this.crouching){
this.velX--;
}
}
}
if(39 in keyDown){
this.dir = "right";
if(!rightCollision()){
if(this.velX < this.speed && !this.crouching){
this.velX++;
}
}
}
if(40 in keyDown){
this.crouch();
}else{
this.crouching = false;
}
if(32 in keyDown && !this.crouching){
this.jump();
}
topCollision();
this.gravityHandling();
this.checkCanvasEdgeCollisions();
this.updateCamera();
},
render:function(){
if(this.dir === "right"){
if(!this.canJump){
ctx.fillStyle = "orange";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else if(this.crouching && this.canJump){
ctx.fillStyle = "#000066";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else{
ctx.fillStyle = "blue";
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}else if(this.dir === "left"){
if(!this.canJump){
ctx.fillStyle = "orange";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else if(this.crouching && this.canJump){
ctx.fillStyle = "#000066";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else{
ctx.fillStyle = "turquoise";
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}
},
jump:function(){
for(var i=0; i<18; i++){
if(this.canJump && !topCollision() && !this.crouching){
this.velY -= 1;
}
}
this.canJump = false;
},
crouch:function(){
if(!this.crouching){
this.crouching = true;
}
},
gravityHandling:function(){
if(!bottomCollision()){
this.canJump = false;
}
switch(this.canJump){
case true:
this.velY = 0;
break;
case false:
this.velY += gravity;
this.y += this.velY;
break;
default:
console.log("ERROR! Gravity is BROKEN!!!");
break;
}
},
checkCanvasEdgeCollisions:function(){
if(this.x < 0){this.x = 0;}
if(this.x + this.w > COLS*TILE){this.x = COLS*TILE - this.w;}
if(this.y + this.h > ROWS*TILE){this.y = ROWS*TILE - this.h; this.canJump = true;}
},
//This is where the camera's position is updated. It's updated according to the center of the player.
updateCamera:function(){
this.camX = this.x + this.w/2 - this.camOffsetX;
this.camY = this.y + this.h/2 - this.camOffsetY;
if(this.camX < 0){this.camX = 0;}
if(this.camX + 2*this.camOffsetX > COLS*TILE){this.camX = COLS*TILE - 2*this.camOffsetX;}
if(this.camY < 0){this.camY = 0;}
if(this.camY + 2*this.camOffsetY > ROWS*TILE){this.camY = ROWS*TILE - 2*this.camOffsetY;}
}
};
//Key detection and collisions from here on out.
document.addEventListener("keydown", function(e){
keyDown[e.keyCode] = true;
});
document.addEventListener("keyup", function(e){
delete keyDown[e.keyCode];
});
var solidBlocks = {1:true, 2:true};
var collision = function(col, row){
if(col < 0)
col = 0;
if(row < 0)
row = 0;
if(map[row][col] in solidBlocks){
return true;
}
return false;
}
var topCollision = function(){
var ty = Math.floor((player.y + player.velY + player.boundingOffsetY - 1) / TILE);
if(!collision(Math.floor((player.x + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 3*player.boundingOffsetX) / TILE), ty)){
return false;
}
player.velY = 0;
player.y = ty * TILE + TILE - player.boundingOffsetY + 1;
return true;
}
var bottomCollision = function(){
var ty = Math.floor((player.y + player.h + player.velY - player.boundingOffsetY + 4) / TILE);
if(!collision(Math.floor((player.x + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 4*player.boundingOffsetX) / TILE), ty)){
return false;
}
player.y = ty * TILE - player.h + player.boundingOffsetY - 4;
player.canJump = true;
return true;
}
var leftCollision = function(){
var tx = Math.floor((player.x + player.velX + player.boundingOffsetX - 1) / TILE);
if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
return false;
}
player.x = tx * TILE + TILE - player.boundingOffsetX + 1;
return true;
}
var rightCollision = function(){
var tx = Math.floor((player.x + player.w + player.velX - player.boundingOffsetX + 1) / TILE);
if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
return false;
}
player.x = tx * TILE - player.w + player.boundingOffsetX - 1;
return true;
}
<canvas id="canvas"></canvas>
关于javascript - HTML5 Canvas - 使用 setTransform 滚动 map (由二维数组制成),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47984606/
我可以使用两种方法添加一个 child ,一种是 Canvas.AddVisualChild(Visual); Canvas.AddLogicalChild(Visual); 我在视觉对象的 Draw
在过去的几周里,我一直在尝试各种方法,试图找到将 BDD 用于依赖于 HTML5 Canvas 元素以及用户与之交互的 Web 应用程序的最佳方法。 我一直在使用 Jasmine 和 Cucumber
我正在尝试完成撤消/重做。我正在使用loadFromJSON(...)从我存储在数组中的 Canvas 状态重新构建 Canvas 。基本上,我的想法是破坏现有的 Canvas 并重新构建 Canva
我正在尝试在 Canvas 上设置简单的放大/缩小功能。我正在使用 KineticJS 处理触摸事件并在 Canvas 中绘图,但无法实现缩放。 KinteicJS 有一个类似的例子,但它们总是在中心
我正在使用 processing.js 在 javascript 中开发一个画笔应用程序 它正在使用 Canvas 对象。我想在 Canvas 的背景中保留一个图像。在前景中画一些东西。在保存时,我只
您好,我想为 discord.js Bot 安装 Canvas 。 当我尝试使用以下命令安装 Canvas 时npm install canvas我收到以下错误: pi@server:~/Bots/D
我正在尝试使用 Canvas 和动力学的组合来构建填充图案,但在尝试获得连续线时遇到了问题。 此 jsfiddle显示了到目前为止我所拥有的,但是因为我的重复模式是正方形,角会影响线条,我尝试使用 l
我正在开发一个 webassembly 程序。 我可以使用 emscripten_set_canvas_size 设置 Canvas 大小(我一直读到我需要切换到新的 API,因为这个 API 会贬值
您好,我已经为第一个 Canvas 中的第一个图像创建了一个圆形表单,但我没有成功使用第一个 Canvas 的 dataURL 并将其添加到第二个 Canvas 中。 这是我的 fiddle :htt
问题在于不同浏览器之间的不一致。 使用Dart Chrome,JS Chrome,JS Opera运行 双击可以进入和退出全屏 m_oCanvas.width =(window.screen.widt
我正在使用Flutter框架和Dart开发图像编辑器,因此无法将矩阵滤镜应用于 Canvas 。 我正在尝试使用“Paint”类和“canvas.drawPaint(paint)”函数将矩阵过滤器应用
如果在已经具有非整数比例因子的 Canvas 上绘制图像,我会遇到 Canvas 上下文drawImage()方法的问题。似乎这样的图像以一种奇怪的方式被剪切(有时图像的最右边的部分被剪切,有时是最底
Canvas 的“宽度”属性值有限制吗? 在下面的示例中,我在 ScrolledWindow 中创建一个 Canvas。 # Packages package require BWidget # Ma
我正在尝试制作类似于 this article 底部的效果的文本效果 我建议的方法是: 制作两个 Canvas ,一个是可见的,另一个是不可见的我用它作为缓冲区。 在缓冲区 Canvas 上绘制一些文
例如var new = canvas.toDataURL("image/png"); 我希望这个新变量中存在的 base64 显示到存在的第二个 Canvas 元素中。但是它不使用 drawimage
有人有使用这两个 Node.js 库中的一个或两个的经验吗?很想知道每个人的成功或困难。 最佳答案 LearnBoost是社区中最多产的 Node 模块开发人员之一,因此我选择使用 node-canv
如何知道 Canvas 运行的是“WebGL”还是普通 Canvas ? 通过检查源代码,我发现这两种情况都是 Canvas 。 最佳答案 这真的取决于你想如何去发现。 例如你可以这样调用 `getC
在 Canvas 上绘图非常好。甚至橡皮擦也能正常工作。问题是,当 Canvas 保存为图像时,它绘制的是黑线而不是橡皮擦。 为了更好地理解,我添加了屏幕截图和代码。 1。在删除绘图时 - 一个。源代
我正在尝试为 Canvas 附加鼠标悬停和鼠标移出事件: 默认 Canvas 是函数drawcircle的 Canvas 。 如果用户越过 Canvas ,应将其更改为drawEllipse的 Can
我正在使用 Three.js 构建一个简单的 2D 游戏。我只使用世界的 X 和 Y 位置来移动对象,将它们的 z 位置保留为零。我使用禁用旋转的 TrackballControls,以允许使用右键单
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